Shader "Custom/FloraBase" { Properties { _Diffuse ("Diffuse", 2D) = "black" {} _AlphaCutoff ("Alpha Cutoff", Float) = 1 _Normal ("Normal", 2D) = "bump" {} _Desaturation ("Desaturation", Float) = 0 _Diffusecolor ("Diffuse color", Vector) = (0.7270221,0.8308824,0.7499826,1) _LightWrap ("Light Wrap", Vector) = (0.7270221,0.8308824,0.7499826,1) _Specular ("Specular", Float) = 0 _WindMask ("WindMask", 2D) = "bump" {} _MainWindStr ("Main Wind Str", Float) = 0.3 _MainWindvector ("Main Wind vector", Vector) = (0,0,0,0) _AdditionalwindGradient ("Additional wind Gradient", 2D) = "white" {} _Additionalwindstr ("Additional wind str", Float) = 0.01 _Transmission ("Transmission", Vector) = (0.5,0.5,0.5,1) [HideInInspector] _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; struct Vertex_Stage_Input { float4 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { return float4(1.0, 1.0, 1.0, 1.0); // RGBA } ENDHLSL } } Fallback "Diffuse" //CustomEditor "ShaderForgeMaterialInspector" }