Shader "Hidden/Amplify Impostors/Octahedron Impostor HDRP" { Properties { [NoScaleOffset] _Albedo ("Albedo & Alpha", 2D) = "white" {} [NoScaleOffset] _Normals ("Normals & Depth", 2D) = "white" {} [NoScaleOffset] _Specular ("Specular & Smoothness", 2D) = "black" {} [NoScaleOffset] _Emission ("Emission & Occlusion", 2D) = "black" {} [NoScaleOffset] _Features ("Diffusion & Features", 2D) = "black" {} [HideInInspector] _Frames ("Frames", Float) = 16 [HideInInspector] _ImpostorSize ("Impostor Size", Float) = 1 [HideInInspector] _Offset ("Offset", Vector) = (0,0,0,0) [HideInInspector] _AI_SizeOffset ("Size & Offset", Vector) = (0,0,0,0) _TextureBias ("Texture Bias", Float) = -1 _Parallax ("Parallax", Range(-1, 1)) = 1 [HideInInspector] _DepthSize ("DepthSize", Float) = 1 _ClipMask ("Clip", Range(0, 1)) = 0.5 _AI_ShadowBias ("Shadow Bias", Range(0, 2)) = 0.25 _AI_ShadowView ("Shadow View", Range(0, 1)) = 1 [Toggle(_HEMI_ON)] _Hemi ("Hemi", Float) = 0 [Toggle(EFFECT_HUE_VARIATION)] _Hue ("Use SpeedTree Hue", Float) = 0 _HueVariation ("Hue Variation", Vector) = (0,0,0,0) [ToggleUI] _EnergyConservingSpecularColor ("Energy Conserving Specular", Float) = 1 [Toggle] _AI_AlphaToCoverage ("Alpha To Coverage", Float) = 0 [Toggle(AI_CLIP_NEIGHBOURS_FRAMES)] AI_CLIP_NEIGHBOURS_FRAMES ("Clip Neighbours Frames", Float) = 0 [HideInInspector] _StencilForwardRef ("Forward Ref", Float) = 1 [HideInInspector] _StencilForwardMask ("Forward Mask", Float) = 51 [HideInInspector] _StencilMotionRef ("Motion Ref", Float) = 128 [HideInInspector] _StencilMotionMask ("Motion Mask", Float) = 176 [HideInInspector] _StencilDepthRef ("Depth Ref", Float) = 0 [HideInInspector] _StencilDepthMask ("Depth Mask", Float) = 48 [HideInInspector] _StencilGBufferRef ("GBuffer Ref", Float) = 1 [HideInInspector] _StencilGBufferMask ("GBuffer Mask", Float) = 51 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; struct Vertex_Stage_Input { float4 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { return float4(1.0, 1.0, 1.0, 1.0); // RGBA } ENDHLSL } } }