Shader "Shader Graphs/Shore Foam Water System" { Properties { [NoScaleOffset] _Foam_Tex ("Foam Tex", 2D) = "white" {} [NoScaleOffset] _Base_Color ("Base Color", 2D) = "black" {} [NoScaleOffset] _Opacity_Map ("Opacity Map", 2D) = "white" {} _Opacity ("Opacity", Float) = 0 _Tiling_and_Offset ("Tiling and Offset", Vector) = (0,0,0,0) _Normal_Strength ("Normal Strength", Float) = 0 _Contrast ("Contrast", Float) = 0 _Color ("Color", Vector) = (1,1,1,0) [HideInInspector] _DrawOrder ("Draw Order", Float) = 0 [Enum(Depth Bias, 0, View Bias, 1)] [HideInInspector] _DecalMeshBiasType ("Float", Float) = 0 [HideInInspector] _DecalMeshDepthBias ("DecalMesh DepthBias", Float) = 0 [HideInInspector] _DecalMeshViewBias ("DecalMesh ViewBias", Float) = 0 [HideInInspector] _DecalStencilWriteMask ("Float", Float) = 0 [HideInInspector] _DecalStencilRef ("Float", Float) = 0 [ToggleUI] [HideInInspector] _AffectAlbedo ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _AffectNormal ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _AffectMetal ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _AffectSmoothness ("Boolean", Float) = 1 [HideInInspector] _DecalColorMask0 ("Float", Float) = 0 [HideInInspector] _DecalColorMask1 ("Float", Float) = 0 [HideInInspector] _DecalColorMask2 ("Float", Float) = 0 [HideInInspector] _DecalColorMask3 ("Float", Float) = 0 [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 _Color; float4 frag(Vertex_Stage_Output input) : SV_TARGET { return _Color; // RGBA } ENDHLSL } } Fallback "Hidden/Shader Graph/FallbackError" //CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI" }