Shader "Shader Graphs/Sky Shader" { Properties { [NoScaleOffset] _Stars_3D_texture ("Stars 3D texture", 3D) = "white" {} [NoScaleOffset] _Stars_Density_Cubemap ("Stars Density Cubemap", Cube) = "" {} _Stars_Intensity ("Stars Intensity", Float) = 150 _Stars_Brightness ("Stars Brightness", Float) = 10 _Stars_Texture_Tiling ("Stars Texture Tiling", Float) = 4 _Stars_Low_Density_Amount ("Stars Low Density Amount", Range(0, 1)) = 0.7 _Stars_High_Density_Amount ("Stars High Density Amount", Range(0, 1)) = 0 [NoScaleOffset] _Projector_Texture ("Projector Texture", 2D) = "white" {} _Projector_Intensity ("Projector Intensity", Float) = 1 _Projector_Altitude ("Projector Altitude", Range(0, 1)) = 0 _Projector_Azimuth ("Projector Azimuth", Range(0, 1)) = 0 _Projector_Width ("Projector Width", Range(0.001, 1)) = 1 _Projector_Height ("Projector Height", Range(0.001, 1)) = 1 [NoScaleOffset] _NorthernLights_Texture ("NorthernLights Texture", 2D) = "white" {} _Northern_Lights_Intensity ("Northern Lights Intensity", Float) = 1 _Edge ("Edge", Range(0, 1)) = 0.9 _Smoothness ("Smoothness", Range(0, 0.5)) = 0.15 _Max_Thickness_Zone ("Max Thickness Zone", Range(0, 1)) = 0.25 _Rotation ("Rotation", Range(-180, 180)) = 0 _Global_Speed ("Global Speed", Vector) = (0.01,-0.001,0,0) _Noise_Speed ("Noise Speed", Vector) = (0.02,0.002,0,0) _Steps ("Steps", Range(8, 128)) = 32 _Height ("Height", Float) = 0.4 _Noise_Intensity ("Noise Intensity", Float) = 0.01 _Noise_Scale ("Noise Scale", Float) = 1 _Noise_Energy_Influence ("Noise Energy Influence", Range(0, 1)) = 0.5 _Flatness ("Flatness", Float) = 4 _Color ("Color", Vector) = (0.5254902,1,0.6980392,0) _Hue_Shift ("Hue Shift", Range(-1, 1)) = 0 _Saturation_Shift ("Saturation Shift", Range(0, 1)) = 0 [NoScaleOffset] _SampleTexture2D_5283fa6e7f894c50bbc6498bb75ffc33_Texture_1_Texture2D ("Texture2D", 2D) = "white" {} [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 _Color; float4 frag(Vertex_Stage_Output input) : SV_TARGET { return _Color; // RGBA } ENDHLSL } } Fallback "Hidden/Shader Graph/FallbackError" //CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI" }