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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"
}