diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader index 82aec4f3fa6..41c0b44e2a6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader @@ -6,8 +6,8 @@ Shader "HDRP/Lit" // They are use to fill a SurfaceData. With a MaterialGraph this should not exist. // Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear - _BaseColor("BaseColor", Color) = (1,1,1,1) - _BaseColorMap("BaseColorMap", 2D) = "white" {} + [MainColor] _BaseColor("BaseColor", Color) = (1,1,1,1) + [MainTexture] _BaseColorMap("BaseColorMap", 2D) = "white" {} [HideInInspector] _BaseColorMap_MipInfo("_BaseColorMap_MipInfo", Vector) = (0, 0, 0, 0) _Metallic("_Metallic", Range(0.0, 1.0)) = 0 diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader index f85325d0feb..d1a781726ed 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader @@ -6,8 +6,8 @@ Shader "HDRP/LitTessellation" // They are use to fill a SurfaceData. With a MaterialGraph this should not exist. // Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear - _BaseColor("BaseColor", Color) = (1,1,1,1) - _BaseColorMap("BaseColorMap", 2D) = "white" {} + [MainColor] _BaseColor("BaseColor", Color) = (1,1,1,1) + [MainTexture] _BaseColorMap("BaseColorMap", 2D) = "white" {} [HideInInspector] _BaseColorMap_MipInfo("_BaseColorMap_MipInfo", Vector) = (0, 0, 0, 0) _Metallic("_Metallic", Range(0.0, 1.0)) = 0 diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader index 09fc750752e..ddae20d9160 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader @@ -3,8 +3,8 @@ Shader "HDRP/Unlit" Properties { // Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI. - _UnlitColor("Color", Color) = (1,1,1,1) - _UnlitColorMap("ColorMap", 2D) = "white" {} + [MainColor] _UnlitColor("Color", Color) = (1,1,1,1) + [MainTexture] _UnlitColorMap("ColorMap", 2D) = "white" {} [HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}