Shader "NatureManufacture/HDRP/Foliage/Bark" { Properties { _TrunkBaseColor ("Trunk Base Color", Vector) = (1,1,1,0) [NoScaleOffset] _TrunkBaseColorMap ("Trunk Base Map", 2D) = "white" {} _TrunkTilingOffset ("Trunk Tiling and Offset", Vector) = (1,1,0,0) [NoScaleOffset] [Normal] _TrunkNormalMap ("Trunk Normal Map", 2D) = "bump" {} _TrunkNormalScale ("Trunk Normal Scale", Range(0, 8)) = 1 [NoScaleOffset] _TrunkMaskMap ("Trunk Mask Map MT(R) AO(G) SM(A)", 2D) = "white" {} _TrunkMetallic ("Trunk Metallic", Range(0, 1)) = 1 _TrunkAORemapMin ("Trunk AO Remap Min", Range(0, 1)) = 0 _TrunkAORemapMax ("Trunk AO Remap Max", Range(0, 1)) = 1 _TrunkSmoothnessRemapMin ("Trunk Smoothness Remap Min", Range(0, 1)) = 0 _TrunkSmoothnessRemapMax ("Trunk Smoothness Remap Max", Range(0, 1)) = 1 [NoScaleOffset] _LayerMask ("Bark Blend Mask(A)", 2D) = "black" {} _BarkBlendMaskTilingOffset ("Bark Blend Mask Tiling Offset", Vector) = (1,1,0,0) _BarkBaseColor ("Bark Base Color", Vector) = (1,1,1,0) [NoScaleOffset] _BarkBaseColorMap ("Bark Base Map", 2D) = "white" {} [ToggleUI] _BarkUseUV3 ("Bark Use UV3", Float) = 1 _BarkTilingOffset ("Bark Tiling and Offset", Vector) = (1,1,0,0) [NoScaleOffset] [Normal] _BarkNormalMap ("Bark Normal Map", 2D) = "bump" {} _BarkNormalScale ("Bark Normal Scale", Range(0, 8)) = 1 [NoScaleOffset] _BarkMaskMap ("Bark Mask Map MT(R) AO(G) SM(A)", 2D) = "white" {} _BarkMetallic ("Bark Metallic", Range(0, 1)) = 1 _BarkSmoothnessRemapMin ("Bark Smoothness Remap Min", Range(0, 1)) = 0 _BarkSmoothnessRemapMax ("Bark Smoothness Remap Max", Range(0, 1)) = 1 _BarkAORemapMin ("Bark AO Remap Min", Range(0, 1)) = 0 _BarkAORemapMax ("Bark AO Remap Max", Range(0, 1)) = 1 _Stiffness ("Wind Stiffness", Float) = 1 _InitialBend ("Wind Initial Bend", Float) = 0 _Drag ("Wind Drag", Float) = 1 _HeightDrag ("Wind Drag Height Offset", Float) = 0 _NewNormal ("Mesh Normal Multiply", Vector) = (0,0,0,0) [HideInInspector] _EmissionColor ("Color", Vector) = (1,1,1,1) [HideInInspector] _RenderQueueType ("Float", Float) = 1 [ToggleUI] [HideInInspector] _AddPrecomputedVelocity ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _DepthOffsetEnable ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _ConservativeDepthOffsetEnable ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _TransparentWritingMotionVec ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _AlphaCutoffEnable ("Boolean", Float) = 0 [HideInInspector] _TransparentSortPriority ("_TransparentSortPriority", Float) = 0 [ToggleUI] [HideInInspector] _UseShadowThreshold ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _DoubleSidedEnable ("Boolean", Float) = 0 [Enum(Flip, 0, Mirror, 1, None, 2)] [HideInInspector] _DoubleSidedNormalMode ("Float", Float) = 2 [HideInInspector] _DoubleSidedConstants ("Vector4", Vector) = (1,1,-1,0) [Enum(Auto, 0, On, 1, Off, 2)] [HideInInspector] _DoubleSidedGIMode ("Float", Float) = 0 [ToggleUI] [HideInInspector] _TransparentDepthPrepassEnable ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _TransparentDepthPostpassEnable ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _PerPixelSorting ("Boolean", Float) = 0 [HideInInspector] _SurfaceType ("Float", Float) = 0 [HideInInspector] _BlendMode ("Float", Float) = 0 [HideInInspector] _SrcBlend ("Float", Float) = 1 [HideInInspector] _DstBlend ("Float", Float) = 0 [HideInInspector] _DstBlend2 ("Float", Float) = 0 [HideInInspector] _AlphaSrcBlend ("Float", Float) = 1 [HideInInspector] _AlphaDstBlend ("Float", Float) = 0 [ToggleUI] [HideInInspector] _ZWrite ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _TransparentZWrite ("Boolean", Float) = 0 [HideInInspector] _CullMode ("Float", Float) = 2 [ToggleUI] [HideInInspector] _EnableFogOnTransparent ("Boolean", Float) = 1 [HideInInspector] _CullModeForward ("Float", Float) = 2 [Enum(Front, 1, Back, 2)] [HideInInspector] _TransparentCullMode ("Float", Float) = 2 [Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] [HideInInspector] _OpaqueCullMode ("Float", Float) = 2 [HideInInspector] _ZTestDepthEqualForOpaque ("Float", Float) = 3 [Enum(UnityEngine.Rendering.CompareFunction)] [HideInInspector] _ZTestTransparent ("Float", Float) = 4 [ToggleUI] [HideInInspector] _TransparentBackfaceEnable ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _RequireSplitLighting ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _ReceivesSSR ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _ReceivesSSRTransparent ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _EnableBlendModePreserveSpecularLighting ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _SupportDecals ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _ExcludeFromTUAndAA ("Boolean", Float) = 0 [HideInInspector] _StencilRef ("Float", Float) = 0 [HideInInspector] _StencilWriteMask ("Float", Float) = 6 [HideInInspector] _StencilRefDepth ("Float", Float) = 8 [HideInInspector] _StencilWriteMaskDepth ("Float", Float) = 9 [HideInInspector] _StencilRefMV ("Float", Float) = 40 [HideInInspector] _StencilWriteMaskMV ("Float", Float) = 41 [HideInInspector] _StencilRefDistortionVec ("Float", Float) = 4 [HideInInspector] _StencilWriteMaskDistortionVec ("Float", Float) = 4 [HideInInspector] _StencilWriteMaskGBuffer ("Float", Float) = 15 [HideInInspector] _StencilRefGBuffer ("Float", Float) = 10 [HideInInspector] _ZTestGBuffer ("Float", Float) = 4 [ToggleUI] [HideInInspector] _RayTracing ("Boolean", Float) = 0 [Enum(None, 0, Planar, 1, Sphere, 2, Thin, 3)] [HideInInspector] _RefractionModel ("Float", Float) = 0 [Enum(Standard, 1)] [HideInInspector] _MaterialID ("_MaterialID", Float) = 1 [HideInInspector] _MaterialTypeMask ("_MaterialTypeMask", Float) = 2 [ToggleUI] [HideInInspector] _TransmissionEnable ("Boolean", Float) = 1 [HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {} [HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {} } //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 } } Fallback "Hidden/Shader Graph/FallbackError" //CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI" }