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Add [MainColor] and [MainTexture] on property (#939)
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3 files changed

+6
-6
lines changed

3 files changed

+6
-6
lines changed

com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -6,8 +6,8 @@ Shader "HDRP/Lit"
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// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
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// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
9-
_BaseColor("BaseColor", Color) = (1,1,1,1)
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_BaseColorMap("BaseColorMap", 2D) = "white" {}
9+
[MainColor] _BaseColor("BaseColor", Color) = (1,1,1,1)
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[MainTexture] _BaseColorMap("BaseColorMap", 2D) = "white" {}
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[HideInInspector] _BaseColorMap_MipInfo("_BaseColorMap_MipInfo", Vector) = (0, 0, 0, 0)
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_Metallic("_Metallic", Range(0.0, 1.0)) = 0

com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -6,8 +6,8 @@ Shader "HDRP/LitTessellation"
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// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
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// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
9-
_BaseColor("BaseColor", Color) = (1,1,1,1)
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_BaseColorMap("BaseColorMap", 2D) = "white" {}
9+
[MainColor] _BaseColor("BaseColor", Color) = (1,1,1,1)
10+
[MainTexture] _BaseColorMap("BaseColorMap", 2D) = "white" {}
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[HideInInspector] _BaseColorMap_MipInfo("_BaseColorMap_MipInfo", Vector) = (0, 0, 0, 0)
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_Metallic("_Metallic", Range(0.0, 1.0)) = 0

com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -3,8 +3,8 @@ Shader "HDRP/Unlit"
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Properties
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{
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// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
6-
_UnlitColor("Color", Color) = (1,1,1,1)
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_UnlitColorMap("ColorMap", 2D) = "white" {}
6+
[MainColor] _UnlitColor("Color", Color) = (1,1,1,1)
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[MainTexture] _UnlitColorMap("ColorMap", 2D) = "white" {}
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[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
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_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}

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