Shader "Shader Graphs/Sample Water Decal" { Properties { [KeywordEnum(Sphere, Box, Bow Wave, Shore Wave, Texture)] _TYPE ("Type", Float) = 0 _Blend_Distance ("Blend Distance", Vector) = (0.1,0.1,0,0) [ToggleUI] _Cubic_Blend ("Cubic Blend", Float) = 1 _Elevation ("Elevation", Range(-1, 1)) = 0.2 _Wave_Length ("Wave Length", Float) = 0.175 _Skipped_Waves ("Skipped Waves", Float) = 4 _Wave_Speed ("Wave Speed", Float) = 0.3 _Wave_Blend ("Wave Blend", Vector) = (0.45,0.5,0,0) _Wave_Offset ("Wave Offset", Float) = 0 _Breaking_Range ("Breaking Range", Vector) = (0.4,0.8,0,0) _Deep_Foam_Range ("Deep Foam Range", Vector) = (0.3,0.7,0,0) [NoScaleOffset] _Deformation_Texture ("Deformation Texture", 2D) = "white" {} _Remap_Min ("Remap Min", Range(-1, 1)) = 0 _Remap_Max ("Remap Max", Range(-1, 1)) = 1 [NoScaleOffset] _Foam_Texture ("Foam Texture", 2D) = "white" {} [ToggleUI] [HideInInspector] _AffectDeformation ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _AffectFoam ("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" }