Shader "KriptoFX/KWS/Decal/Lit" { Properties { _SurfaceDisplacement ("SurfaceDisplacement", Float) = 1 _Color ("Color", Vector) = (1,1,1,0) [NoScaleOffset] _Albedo ("Albedo", 2D) = "white" {} _Offset ("Offset", Vector) = (0,0,0,0) _Tiling ("Tiling", Vector) = (1,1,0,0) [Toggle(_ANTI_TAILING)] _ANTI_TAILING ("Anti-Tailing", Float) = 0 [Toggle(_USE_METALLIC_GLOSS_MAP)] _USE_METALLIC_GLOSS_MAP ("Use Metallic Gloss Map", Float) = 0 [NoScaleOffset] _Metallic_Gloss_Map ("Metallic Gloss Map", 2D) = "white" {} _Metallic ("Metallic", Float) = 0 _Smoothness ("Smoothness", Float) = 0.5 [Toggle(_USE_NORMAL)] _USE_NORMAL ("Use Normal", Float) = 0 [NoScaleOffset] [Normal] _Normal_Map ("Normal Map", 2D) = "bump" {} _Normal_Strength ("Normal Strength", Float) = 1 [Toggle(_USE_MASK)] _USE_MASK ("Use Mask", Float) = 0 [NoScaleOffset] _Mask ("Mask", 2D) = "white" {} _Mask_Remap ("Mask Remap", Vector) = (1,1,0,0) [HideInInspector] _BUILTIN_QueueOffset ("Float", Float) = 0 [HideInInspector] _BUILTIN_QueueControl ("Float", Float) = -1 } //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" }