Shader "HDRP/Unlit" { Properties { _UnlitColor ("Color", Vector) = (1,1,1,1) _UnlitColorMap ("ColorMap", 2D) = "white" {} [HideInInspector] _AlphaRemapMin ("AlphaRemapMin", Float) = 0 [HideInInspector] _AlphaRemapMax ("AlphaRemapMax", Float) = 1 [HDR] _EmissiveColor ("EmissiveColor", Vector) = (0,0,0,1) _EmissiveColorMap ("EmissiveColorMap", 2D) = "white" {} [HideInInspector] _EmissiveColorLDR ("EmissiveColor LDR", Vector) = (0,0,0,1) [ToggleUI] _AlbedoAffectEmissive ("Albedo Affect Emissive", Float) = 0 [HideInInspector] _EmissiveIntensityUnit ("Emissive Mode", Float) = 0 [ToggleUI] _UseEmissiveIntensity ("Use Emissive Intensity", Float) = 0 _EmissiveIntensity ("Emissive Intensity", Float) = 1 _EmissiveExposureWeight ("Emissive Pre Exposure", Range(0, 1)) = 1 _DistortionVectorMap ("DistortionVectorMap", 2D) = "black" {} [ToggleUI] _DistortionEnable ("Enable Distortion", Float) = 0 [ToggleUI] _DistortionOnly ("Distortion Only", Float) = 0 [ToggleUI] _DistortionDepthTest ("Distortion Depth Test Enable", Float) = 1 [Enum(Add, 0, Multiply, 1, Replace, 2)] _DistortionBlendMode ("Distortion Blend Mode", Float) = 0 [HideInInspector] _DistortionSrcBlend ("Distortion Blend Src", Float) = 0 [HideInInspector] _DistortionDstBlend ("Distortion Blend Dst", Float) = 0 [HideInInspector] _DistortionBlurSrcBlend ("Distortion Blur Blend Src", Float) = 0 [HideInInspector] _DistortionBlurDstBlend ("Distortion Blur Blend Dst", Float) = 0 [HideInInspector] _DistortionBlurBlendMode ("Distortion Blur Blend Mode", Float) = 0 _DistortionScale ("Distortion Scale", Float) = 1 _DistortionVectorScale ("Distortion Vector Scale", Float) = 2 _DistortionVectorBias ("Distortion Vector Bias", Float) = -1 _DistortionBlurScale ("Distortion Blur Scale", Float) = 1 _DistortionBlurRemapMin ("DistortionBlurRemapMin", Float) = 0 _DistortionBlurRemapMax ("DistortionBlurRemapMax", Float) = 1 [ToggleUI] _AlphaCutoffEnable ("Alpha Cutoff Enable", Float) = 0 _AlphaCutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 _TransparentSortPriority ("_TransparentSortPriority", Float) = 0 _SurfaceType ("__surfacetype", Float) = 0 _BlendMode ("__blendmode", Float) = 0 [HideInInspector] _SrcBlend ("__src", Float) = 1 [HideInInspector] _DstBlend ("__dst", Float) = 0 [HideInInspector] _AlphaSrcBlend ("__alphaSrc", Float) = 1 [HideInInspector] _AlphaDstBlend ("__alphaDst", Float) = 0 [ToggleUI] [HideInInspector] _ZWrite ("__zw", Float) = 1 [ToggleUI] [HideInInspector] _TransparentZWrite ("_TransparentZWrite", Float) = 0 [HideInInspector] _CullMode ("__cullmode", Float) = 2 [Enum(UnityEngine.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode ("_TransparentCullMode", Float) = 2 [Enum(UnityEngine.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode ("_OpaqueCullMode", Float) = 2 [HideInInspector] _ZTestModeDistortion ("_ZTestModeDistortion", Float) = 8 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent ("Transparent ZTest", Float) = 4 [HideInInspector] _ZTestDepthEqualForOpaque ("_ZTestDepthEqualForOpaque", Float) = 4 [ToggleUI] _EnableFogOnTransparent ("Enable Fog", Float) = 0 [ToggleUI] _DoubleSidedEnable ("Double sided enable", Float) = 0 [Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode ("Double sided GI mode", Float) = 0 [HideInInspector] _StencilRef ("_StencilRef", Float) = 0 [HideInInspector] _StencilWriteMask ("_StencilWriteMask", Float) = 3 [HideInInspector] _StencilRefDepth ("_StencilRefDepth", Float) = 0 [HideInInspector] _StencilWriteMaskDepth ("_StencilWriteMaskDepth", Float) = 8 [HideInInspector] _StencilRefMV ("_StencilRefMV", Float) = 32 [HideInInspector] _StencilWriteMaskMV ("_StencilWriteMaskMV", Float) = 32 [ToggleUI] _AddPrecomputedVelocity ("AddPrecomputedVelocity", Float) = 0 [HideInInspector] _StencilRefDistortionVec ("_StencilRefDistortionVec", Float) = 2 [HideInInspector] _StencilWriteMaskDistortionVec ("_StencilWriteMaskDistortionVec", Float) = 2 _EmissionColor ("Color", Vector) = (1,1,1,1) [HideInInspector] _IncludeIndirectLighting ("_IncludeIndirectLighting", Float) = 1 [HideInInspector] _MainTex ("Albedo", 2D) = "white" {} [HideInInspector] _Color ("Color", Vector) = (1,1,1,1) [HideInInspector] _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 } //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 "Rendering.HighDefinition.UnlitGUI" }