Shader "HDRP/TerrainLit" { Properties { [ToggleUI] [HideInInspector] _EnableHeightBlend ("EnableHeightBlend", Float) = 0 _HeightTransition ("Height Transition", Range(0, 1)) = 0 [Enum(Off, 0, From Ambient Occlusion, 1)] [HideInInspector] _SpecularOcclusionMode ("Specular Occlusion Mode", Float) = 1 [HideInInspector] _StencilRef ("_StencilRef", Float) = 0 [HideInInspector] _StencilWriteMask ("_StencilWriteMask", Float) = 3 [HideInInspector] _StencilRefGBuffer ("_StencilRefGBuffer", Float) = 2 [HideInInspector] _StencilWriteMaskGBuffer ("_StencilWriteMaskGBuffer", Float) = 3 [HideInInspector] _StencilRefDepth ("_StencilRefDepth", Float) = 0 [HideInInspector] _StencilWriteMaskDepth ("_StencilWriteMaskDepth", Float) = 8 [HideInInspector] _ZWrite ("__zw", Float) = 1 [ToggleUI] [HideInInspector] _TransparentZWrite ("_TransparentZWrite", Float) = 0 [HideInInspector] _CullMode ("__cullmode", Float) = 2 [HideInInspector] _ZTestDepthEqualForOpaque ("_ZTestDepthEqualForOpaque", Float) = 4 [HideInInspector] _ZTestGBuffer ("_ZTestGBuffer", Float) = 4 [ToggleUI] _EnableInstancedPerPixelNormal ("Instanced per pixel normal", Float) = 1 [HideInInspector] _TerrainHolesTexture ("Holes Map (RGB)", 2D) = "white" {} [HideInInspector] _EmissionColor ("Color", Vector) = (1,1,1,1) [HideInInspector] _MainTex ("Albedo", 2D) = "white" {} [HideInInspector] _Color ("Color", Vector) = (1,1,1,1) [ToggleUI] [HideInInspector] _SupportDecals ("Support Decals", Float) = 1 [ToggleUI] [HideInInspector] _ReceivesSSR ("Receives SSR", Float) = 1 [ToggleUI] [HideInInspector] _AddPrecomputedVelocity ("AddPrecomputedVelocity", Float) = 0 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; float4 _Color; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color; } ENDHLSL } } Fallback "Hidden/HDRP/FallbackError" //CustomEditor "UnityEditor.Rendering.HighDefinition.TerrainLitGUI" }