Shader "CTI/LOD Billboard" { Properties { [Space(5)] _HueVariation ("Color Variation (RGB) Strength (A)", Vector) = (0.9,0.5,0,0.1) [Space(5)] [NoScaleOffset] _MainTex ("Albedo (RGB) Alpha/Occlusion (A)", 2D) = "white" {} _Cutoff ("Alpha Cutoff", Range(0, 0.45)) = 0.3 _AlphaLeak ("Alpha Leak Suppression", Range(0.5, 1)) = 0.6 [Space(5)] [NoScaleOffset] _BumpTex ("Normal (AG) Translucency(R) Smoothness(B)", 2D) = "bump" {} _SpecColor ("Specular", Vector) = (0.2,0.2,0.2,1) [Space(5)] _TranslucencyStrength ("Translucency Strength", Range(0, 1)) = 0.5 _ViewDependency ("View Dependency", Range(0, 1)) = 0.8 _TreeHeightLimit ("Tree Height Limit", Range(0, 1)) = 1 [Header(Wind)] [Space(3)] [Toggle(_EMISSION)] _UseWind ("Enable Wind", Float) = 0 [Space(5)] _WindStrength ("Wind Strength", Float) = 1 [HideInInspector] _TreeScale ("Tree Scale", Range(0, 50)) = 1 [HideInInspector] _TreeWidth ("Tree Width Factor", Range(0, 1)) = 1 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } Fallback "Transparent/Cutout/VertexLit" }