Shader "Terrain" { Properties { [HideInInspector] _Control0 ("Control0", 2D) = "red" {} [HideInInspector] _Control1 ("Control1", 2D) = "black" {} [NoScaleOffset] _Diffuse ("Diffuse Array", 2DArray) = "white" {} [NoScaleOffset] _NormalSAO ("Normal Array", 2DArray) = "bump" {} [NoScaleOffset] _PerTexProps ("Per Texture Properties", 2D) = "black" {} [HideInInspector] _TerrainHolesTexture ("Holes Map (RGB)", 2D) = "white" {} [HideInInspector] _PerPixelNormal ("Per Pixel Normal", 2D) = "bump" {} _Contrast ("Blend Contrast", Range(0.01, 0.99)) = 0.4 _UVScale ("UV Scales", Vector) = (45,45,0,0) _MainTex ("Unity Bug", 2D) = "white" {} _TerrainHeightmapTexture ("", 2D) = "black" {} _TerrainNormalmapTexture ("", 2D) = "bump" {} _HybridHeightBlendDistance ("Hybrid Blend Distance", Float) = 300 _TessData1 ("TessData1", Vector) = (12,0.8,4,0) _TessData2 ("TessData2", Vector) = (20,45,0.2,0.25) } //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/Terrain_Base2046692335" //CustomEditor "MicroSplatShaderGUI" }