Shader "KriptoFX/KWS/Particles/UnderwaterBubbles" { Properties { [NoScaleOffset] _MainTex ("Albedo", 2D) = "white" {} [NoScaleOffset] _NormalMap ("NormalMap", 2D) = "grey" {} [HDR] _EmissionColor ("EmissionColor", Vector) = (1,1,1,0) _NormalStrength ("NormalStrength", Float) = 1 [NoScaleOffset] _NoiseTex ("NoiseTex", 2D) = "white" {} _NoiseStrength ("NoiseStrength", Vector) = (20,30,0,0) _NoiseOffsetMultiplier ("NoiseOffsetMultiplier", Vector) = (4,8,0,0) [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; 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; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } Fallback "Hidden/Shader Graph/FallbackError" //CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI" }