Shader "NatureManufacture Shaders/Trees/Cross Model Shader" { Properties { _Cutoff ("Mask Clip Value", Float) = 0.65 _ColorAdjustment ("Color Adjustment", Vector) = (1,1,1,0) _MainTex ("MainTex", 2D) = "white" {} _HealthyColor ("Healthy Color", Vector) = (1,0.9735294,0.9338235,1) _Smooothness ("Smooothness", Float) = 0.3 _AO ("AO", Float) = 1 [NoScaleOffset] _BumpMap ("BumpMap", 2D) = "bump" {} _BumpScale ("BumpScale", Range(0, 3)) = 1 [Toggle(_WIND_DISABLE)] _WindDisable ("Disable Wind", Float) = 0 _InitialBend ("Wind Initial Bend", Float) = 1 _Stiffness ("Wind Stiffness", Float) = 1 _Drag ("Wind Drag", Float) = 0.2 _NewNormal ("Vertex Normal Multiply", Vector) = (0,0,0,0) [Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive ("TouchReactActive", Float) = 0 [HideInInspector] _texcoord ("", 2D) = "white" {} [HideInInspector] __dirty ("", Float) = 1 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } Fallback "Diffuse" }