Shader "Shader Graphs/RL_TeethShader_HDRP" { Properties { [NoScaleOffset] _DiffuseMap ("Diffuse Map", 2D) = "white" {} _GumsSaturation ("Gums Saturation", Range(0, 2)) = 1 _GumsBrightness ("Gums Brightness", Range(0, 2)) = 0.9 _TeethSaturation ("Teeth Saturation", Range(0, 2)) = 0.9 _TeethBrightness ("Teeth Brightness", Range(0, 2)) = 0.7 _GumsSSS ("Gums Subsurface Scatter", Range(0, 1)) = 1 _TeethSSS ("Teeth Subsurface Scatter", Range(0, 1)) = 0.5 _GumsThickness ("Gums Thickness", Range(0, 1)) = 0.85 _TeethThickness ("Teeth Thickness", Range(0, 1)) = 0.7 [NoScaleOffset] _MaskMap ("Mask Map", 2D) = "white" {} _AOStrength ("Ambient Occlusion Strength", Range(0, 1)) = 1 _SmoothnessPower ("Smoothness Power", Range(0.5, 2)) = 0.5 _SmoothnessFront ("Smoothness Front", Range(0, 1)) = 0 _SmoothnessRear ("Smoothness Rear", Range(0, 1)) = 0 _SmoothnessMax ("Smoothness Max", Range(0, 1)) = 0.88 [NoScaleOffset] [Normal] _NormalMap ("Normal Map", 2D) = "bump" {} _NormalStrength ("Normal Strength", Range(0, 1)) = 1 [NoScaleOffset] [Normal] _MicroNormalMap ("Micro Normal Map", 2D) = "bump" {} _MicroNormalStrength ("Micro Normal Strength", Range(0, 1)) = 0.3 _MicroNormalTiling ("Micro Normal Tiling", Range(0, 50)) = 10 [NoScaleOffset] _EmissionMap ("Emission Map", 2D) = "white" {} [HDR] _EmissiveColor ("Emissive Color", Vector) = (0,0,0,0) [ToggleUI] _IsUpperTeeth ("Is Upper Teeth", Float) = 0 [NoScaleOffset] _GumsMaskMap ("Gums Mask Map", 2D) = "white" {} [NoScaleOffset] _GradientAOMap ("Gradient AO Map", 2D) = "white" {} _FrontAO ("Front AO", Range(0, 1.5)) = 1 _RearAO ("Rear AO", Range(0, 1.5)) = 0 [HideInInspector] _DiffusionProfileHash ("Float", Float) = 0 [HideInInspector] _DiffusionProfileAsset ("Vector4", Vector) = (0,0,0,0) [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] _RequireSplitLighting ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _ReceivesSSR ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _ReceivesSSRTransparent ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _EnableBlendModePreserveSpecularLighting ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _SupportDecals ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _ExcludeFromTUAndAA ("Boolean", Float) = 0 [HideInInspector] _StencilRef ("Float", Float) = 4 [HideInInspector] _StencilWriteMask ("Float", Float) = 6 [HideInInspector] _StencilRefDepth ("Float", Float) = 8 [HideInInspector] _StencilWriteMaskDepth ("Float", Float) = 9 [HideInInspector] _StencilRefMV ("Float", Float) = 40 [HideInInspector] _StencilWriteMaskMV ("Float", Float) = 41 [HideInInspector] _StencilRefDistortionVec ("Float", Float) = 4 [HideInInspector] _StencilWriteMaskDistortionVec ("Float", Float) = 4 [HideInInspector] _StencilWriteMaskGBuffer ("Float", Float) = 15 [HideInInspector] _StencilRefGBuffer ("Float", Float) = 14 [HideInInspector] _ZTestGBuffer ("Float", Float) = 4 [ToggleUI] [HideInInspector] _RayTracing ("Boolean", Float) = 0 [Enum(None, 0, Planar, 1, Sphere, 2, Thin, 3)] [HideInInspector] _RefractionModel ("Float", Float) = 0 [Enum(SubsurfaceScattering, 0)] [HideInInspector] _MaterialID ("_MaterialID", Float) = 0 [HideInInspector] _MaterialTypeMask ("_MaterialTypeMask", Float) = 1 [ToggleUI] [HideInInspector] _TransmissionEnable ("Boolean", Float) = 1 [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" }