Shader "GPUInstancer/Tobyfredson/Detail Map Coverage" { Properties { [SingleLineTexture] [NoScaleOffset] _Albedo ("Albedo", 2D) = "white" {} [SingleLineTexture] [NoScaleOffset] [Normal] _NormalMap ("Normal Map", 2D) = "bump" {} _NormalIntensity ("Normal Intensity", Range(-3, 3)) = 1 [SingleLineTexture] [NoScaleOffset] _MetallicAoGloss ("Metallic/Ao/Gloss", 2D) = "white" {} _Float3 ("Metallic", Range(0, 1)) = 0 _Float5 ("Ambient Occlusion", Range(0, 1)) = 0 _Float4 ("Smoothness", Range(0, 1)) = 0 _Tiling ("Tiling", Vector) = (1,1,0,0) _Offset ("Offset", Vector) = (1,1,0,0) [SingleLineTexture] [NoScaleOffset] _DetailMask ("Detail Mask", 2D) = "white" {} [SingleLineTexture] [NoScaleOffset] _DetailAlbedo ("Detail Albedo", 2D) = "gray" {} [SingleLineTexture] [NoScaleOffset] [Normal] _DetailNormal ("Detail Normal", 2D) = "bump" {} _DetailNormalIntensity ("Detail Normal Intensity", Range(-3, 3)) = 1 _TilingDetail ("Tiling Detail", Vector) = (1,1,0,0) _OffsetDetail ("Offset Detail", Vector) = (1,1,0,0) [SingleLineTexture] [NoScaleOffset] _CoverageAlbedo ("Coverage Albedo", 2D) = "white" {} [SingleLineTexture] [NoScaleOffset] [Normal] _CoverageNormal ("Coverage Normal", 2D) = "bump" {} _Float6 ("Smoothness Coverage", Range(0, 1)) = 0 _TilingTriplanar ("Tiling Triplanar", Vector) = (1,1,0,0) _CoverageAmount ("Coverage Amount", Range(0, 5)) = 1 _CoverageFalloff ("Coverage Falloff", Range(1, 5)) = 0.5 [HideInInspector] _texcoord ("", 2D) = "white" {} [HideInInspector] __dirty ("", 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 frag(Vertex_Stage_Output input) : SV_TARGET { return float4(1.0, 1.0, 1.0, 1.0); // RGBA } ENDHLSL } } Fallback "Diffuse" }