Shader "Shader Graphs/RL_EyeShaderBasic_Dummy_HDRP" { Properties { [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(UnityEngine.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] _EnableBlendModePreserveSpecularLighting ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _ExcludeFromTUAndAA ("Boolean", Float) = 0 [HideInInspector] _StencilRef ("Float", Float) = 0 [HideInInspector] _StencilWriteMask ("Float", Float) = 6 [HideInInspector] _StencilRefDepth ("Float", Float) = 1 [HideInInspector] _StencilWriteMaskDepth ("Float", Float) = 9 [HideInInspector] _StencilRefMV ("Float", Float) = 33 [HideInInspector] _StencilWriteMaskMV ("Float", Float) = 43 [HideInInspector] _StencilRefDistortionVec ("Float", Float) = 4 [HideInInspector] _StencilWriteMaskDistortionVec ("Float", Float) = 4 [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" }