Shader "HDRP/DefaultFogVolume" { Properties { [NoScaleOffset] _Mask ("Mask", 3D) = "white" {} _ScrollSpeed ("Scroll Speed", Vector) = (0,0,0,0) _Tiling ("Tiling", Vector) = (0,0,0,0) _AlphaOnlyTexture ("Alpha Only Texture", Float) = 0 [Enum(UnityEngine.Rendering.HighDefinition.LocalVolumetricFogBlendingMode)] [HideInInspector] _FogVolumeBlendMode ("Float", Float) = 1 [Enum(UnityEngine.Rendering.BlendMode)] [HideInInspector] _FogVolumeDstColorBlend ("Float", Float) = 1 [Enum(UnityEngine.Rendering.BlendMode)] [HideInInspector] _FogVolumeSrcColorBlend ("Float", Float) = 1 [Enum(UnityEngine.Rendering.BlendMode)] [HideInInspector] _FogVolumeDstAlphaBlend ("Float", Float) = 1 [Enum(UnityEngine.Rendering.BlendMode)] [HideInInspector] _FogVolumeSrcAlphaBlend ("Float", Float) = 1 [Enum(UnityEngine.Rendering.BlendOp)] [HideInInspector] _FogVolumeColorBlendOp ("Float", Float) = 0 [Enum(UnityEngine.Rendering.BlendOp)] [HideInInspector] _FogVolumeAlphaBlendOp ("Float", Float) = 0 [HideInInspector] _FogVolumeSingleScatteringAlbedo ("Color", Vector) = (1,1,1,1) [HideInInspector] _FogVolumeFogDistanceProperty ("Float", Float) = 10 [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" }