Shader "Shader Graphs/PhysicallyBasedSky" { Properties { _Planet_Rotation ("Planet Rotation", Range(0, 360)) = 0 [NoScaleOffset] _Ground_Color_Texture ("Ground Color Texture", Cube) = "" {} [NoScaleOffset] _Ground_Emission_Texture ("Ground Emission Texture", Cube) = "" {} _Ground_Emission_Multiplier ("Ground Emission Multiplier", Float) = 0 _Space_Rotation ("Space Rotation", Range(0, 360)) = 0 [NoScaleOffset] _Space_Emission_Texture ("Space Emission Texture", Cube) = "" {} _Space_Emission_Multiplier ("Space Emission Multiplier", Float) = 0 [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" }