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