Shader "ZFS Shaders/ZFS_Flat_Pro_PanXY" { Properties { _Brightness ("Brightness", Float) = 1 _Intensity ("Intensity", Float) = 1 [MaterialToggle] _Gradient_Or_Solid_Color ("Gradient_Or_Solid_Color", Float) = 1 _Gradient_Color ("Gradient_Color", 2D) = "white" {} _Solid_Color ("Solid_Color", Vector) = (0.1764706,0.5229208,1,1) _Texture ("Texture", 2D) = "white" {} _Gradient_Texture_Decay ("Gradient_Texture_Decay", 2D) = "white" {} _Decay ("Decay", Range(0.05, 0.95)) = 0.3 [MaterialToggle] _Mask ("Mask", Float) = 1 [MaterialToggle] _Make_Same_As_Mask ("Make_Same_As_Mask", Float) = 0 _Mask_Texture ("Mask_Texture", 2D) = "white" {} [MaterialToggle] _Edge_Detection ("Edge_Detection", Float) = 1 _Edge_Detection_Distance ("Edge_Detection_Distance", Float) = 3 _Gradient_Edge_Detection ("Gradient_Edge_Detection", 2D) = "white" {} [MaterialToggle] _Soft_Texture ("Soft_Texture", Float) = -1.398039 _EmissionGain ("Emission Gain", Range(0, 1)) = 0.3 _Pan_SpeedY ("Pan_SpeedY", Float) = 0.1 _Pan_SpeedX ("Pan_SpeedX", Float) = 0 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { o.Albedo = 1; } ENDCG } Fallback "Diffuse" //CustomEditor "ShaderForgeMaterialInspector" }