Firstborn/Assets/AwesomeTechnologies/VegetationStudioPro/Runtime/Shaders/Resources/Standard/StandardShaderRelease.VSPsh...

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{"MonoBehaviour":{"m_Enabled":true,"m_EditorHideFlags":0,"m_Name":"","m_EditorClassIdentifier":"","entries":[{"srpTarget":2,"UnityVersionMin":20194,"UnityVersionMax":20201,"shader":{"instanceID":0},"shaderSrc":"////////////////////////////////////////\n// Generated with Better Shaders\n//\n// Auto-generated shader code, don't hand edit!\n//\n// Unity Version: 2019.4.24f1\n// Render Pipeline: HDRP2019\n// Platform: WindowsEditor\n////////////////////////////////////////\n\n\nShader \"AwesomeTechnologies/Release/Standard/StandardShader\"\n{\n Properties\n {\n \n\n\n\n\n\n\n\t _Color (\"Color\", Color) = (1,1,1,1)\n _MainTex (\"Albedo (RGB)\", 2D) = \"white\" {}\n _BumpMap (\"Bumpmap\", 2D) = \"bump\" {}\n _DetailAlbedoMap (\"DetailAlbedoMap\", 2D) = \"gray\" {}\n _DetailNormalMap (\"DetailNormalMap\", 2D) = \"bump\" {}\n _OcclusionMap (\"OcclusionMap\", 2D) = \"white\" {} \n _Glossiness (\"Smoothness\", Range(0,1)) = 0.5\n _Metallic (\"Metallic\", Range(0,1)) = 0.0\n _LODDebugColor (\"LOD Debug color\", Color) = (1,1,1,1)\n\n\n\n [HideInInspector] _StencilRef(\"Vector1 \", Int) = 0\n [HideInInspector] _StencilWriteMask(\"Vector1 \", Int) = 3\n [HideInInspector] _StencilRefDepth(\"Vector1 \", Int) = 0\n [HideInInspector] _StencilWriteMaskDepth(\"Vector1 \", Int) = 32\n [HideInInspector] _StencilRefMV(\"Vector1 \", Int) = 128\n [HideInInspector] _StencilWriteMaskMV(\"Vector1 \", Int) = 128\n [HideInInspector] _StencilRefDistortionVec(\"Vector1 \", Int) = 64\n [HideInInspector] _StencilWriteMaskDistortionVec(\"Vector1 \", Int) = 64\n [HideInInspector] _StencilWriteMaskGBuffer(\"Vector1 \", Int) = 3\n [HideInInspector] _StencilRefGBuffer(\"Vector1 \", Int) = 2\n [HideInInspector] _ZTestGBuffer(\"Vector1 \", Int) = 4\n [HideInInspector] [ToggleUI] _RequireSplitLighting(\"Boolean\", Float) = 0\n [HideInInspector] [ToggleUI] _ReceivesSSR(\"Boolean\", Float) = 1\n [HideInInspector] _SurfaceType(\"Vector1 \", Float) = 0\n [HideInInspector] [ToggleUI] _ZWrite(\"Boolean\", Float) = 0\n [HideInInspector] _TransparentSortPriority(\"Vector1 \", Int) = 0\n [HideInInspector] _ZTestDepthEqualForOpaque(\"Vector1 \", Int) = 4\n [HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent(\"Vector1\", Float) = 4\n [HideInInspector] [ToggleUI] _TransparentBackfaceEnable(\"Boolean\", Float) = 0\n [HideInInspector] [ToggleUI] _AlphaCutoffEnable(\"Boolean\", Float) = 0\n [HideInInspector] [ToggleUI] _UseShadowThreshold(\"Boolean\", Float) = 0\n [HideInInspector] _BlendMode(\"Float\", Float) = 0\n }\n SubShader\n {\n Tags { \"RenderPipeline\"=\"HDRenderPipeline\" \"RenderPipeline\" = \"HDRenderPipeline\" \"RenderType\" = \"Opaque\" \"Queue\" = \"Geometry+100\" }\n\n \n Pass\n {\n // based on HDLitPass.template\n Name \"Forward\"\n Tags { \"LightMode\" = \"Forward\" }\n\n \n \n \n \n // Stencil setup\n Stencil\n {\n WriteMask [_StencilWriteMask]\n Ref [_StencilRef]\n Comp Always\n Pass Replace\n }\n \n ColorMask [_ColorMaskTransparentVel] 1\n\n \n \n //-------------------------------------------------------------------------------------\n // End Render Modes\n //-------------------------------------------------------------------------------------\n \n HLSLPROGRAM\n \n #pragma target 4.5\n #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch\n //#pragma enable_d3d11_debug_symbols\n \n #pragma multi_compile_instancing\n \n //#pragma multi_compile_local _ _ALPHATEST_ON\n \n // #pragma multi_compile _ LOD_FADE_CROSSFADE\n \n //#pragma shader_feature _