
_SurfaceType( "_surfacetype", Float) = 0.0 _StencilWriteMaskMV( "_StencilWriteMaskMV", Int) = 128 // StencilMask.ObjectsVelocity (fixed at compile time) _StencilRefMV( "_StencilRefMV", Int) = 128 // StencilLightingUsage.RegularLighting (fixed at compile time) _StencilWriteMask( "_StencilWriteMask", Int) = 7 // StencilMask.Lighting (fixed at compile time) _StencilRef( "_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time) _PreRefractionPass( "PreRefractionPass", Float) = 0.0 _ATDistance( "Transmittance Absorption Distance", Float) = 1.0 _BaseColorMap( "BaseColorMap", 2D) = "white" Color here are in linear but the UI (color picker) do the conversion sRGB to linear

With a MaterialGraph this should not exist.

Following set of parameters represent the parameters node inside the MaterialGraph.

_HdrpVersion( "_HdrpVersion", Float) = 2 Versioning of material to help for upgrading
