Shader "Procedural Worlds/SB_Billboard" { Properties { _TintA("_TintA", Color) = (0, 1, 0.1720126, 1) _TintB("_TintB", Color) = (0, 0.7156651, 1, 0.1019608) [NoScaleOffset]_BaseMap("_BaseMap", 2D) = "white" {} _Cutoff("_Cutoff", Range(0, 1)) = 0.05 [HideInInspector]_EmissionColor("Color", Color) = (1, 1, 1, 1) [HideInInspector]_RenderQueueType("Vector1", Float) = 7 [HideInInspector]_StencilRef("Vector1", Int) = 0 [HideInInspector]_StencilWriteMask("Vector1", Int) = 6 [HideInInspector]_StencilRefDepth("Vector1", Int) = 0 [HideInInspector]_StencilWriteMaskDepth("Vector1", Int) = 8 [HideInInspector]_StencilRefMV("Vector1", Int) = 32 [HideInInspector]_StencilWriteMaskMV("Vector1", Int) = 40 [HideInInspector]_StencilRefDistortionVec("Vector1", Int) = 4 [HideInInspector]_StencilWriteMaskDistortionVec("Vector1", Int) = 4 [HideInInspector]_StencilWriteMaskGBuffer("Vector1", Int) = 14 [HideInInspector]_StencilRefGBuffer("Vector1", Int) = 2 [HideInInspector]_ZTestGBuffer("Vector1", Int) = 4 [HideInInspector][ToggleUI]_RequireSplitLighting("Boolean", Float) = 0 [HideInInspector][ToggleUI]_ReceivesSSR("Boolean", Float) = 0 [HideInInspector]_SurfaceType("Vector1", Float) = 1 [HideInInspector]_BlendMode("Vector1", Float) = 0 [HideInInspector]_SrcBlend("Vector1", Float) = 1 [HideInInspector]_DstBlend("Vector1", Float) = 0 [HideInInspector]_AlphaSrcBlend("Vector1", Float) = 1 [HideInInspector]_AlphaDstBlend("Vector1", Float) = 0 [HideInInspector][ToggleUI]_ZWrite("Boolean", Float) = 0 [HideInInspector][ToggleUI]_TransparentZWrite("Boolean", Float) = 0 [HideInInspector]_CullMode("Vector1", Float) = 2 [HideInInspector]_TransparentSortPriority("Vector1", Int) = 0 [HideInInspector][ToggleUI]_EnableFogOnTransparent("Boolean", Float) = 0 [HideInInspector]_CullModeForward("Vector1", Float) = 2 [HideInInspector][Enum(Front, 1, Back, 2)]_TransparentCullMode("Vector1", Float) = 2 [HideInInspector]_ZTestDepthEqualForOpaque("Vector1", Int) = 4 [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)]_ZTestTransparent("Vector1", Float) = 8 [HideInInspector][ToggleUI]_TransparentBackfaceEnable("Boolean", Float) = 0 [HideInInspector][ToggleUI]_AlphaCutoffEnable("Boolean", Float) = 1 [HideInInspector][ToggleUI]_UseShadowThreshold("Boolean", Float) = 0 [HideInInspector][ToggleUI]_DoubleSidedEnable("Boolean", Float) = 1 [HideInInspector][Enum(Flip, 0, Mirror, 1, None, 2)]_DoubleSidedNormalMode("Vector1", Float) = 2 [HideInInspector]_DoubleSidedConstants("Vector4", Vector) = (1, 1, -1, 0) } SubShader { Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="HDUnlitShader" "Queue" = "Transparent+700" } UsePass "Shader Graphs/SB_Billboard_HDRP_SRC/ForwardOnly" } CustomEditor "UnityEditor.Rendering.HighDefinition.HDUnlitGUI" FallBack "Hidden/Shader Graph/FallbackError" }