Shader "Mtree/Bark" { Properties { [Header(Albedo Texture)] _Color ("Color", Vector) = (1,1,1,0) _MainTex ("Albedo", 2D) = "white" {} [Enum(Off,0,Front,1,Back,2)] _CullMode ("Cull Mode", Float) = 2 [Header(Normal Texture)] _BumpMap ("Normal", 2D) = "bump" {} _BumpScale ("Normal Strength", Float) = 1 [Enum(On,0,Off,1)] [Header(Detail Settings)] _BaseDetail ("Base Detail", Float) = 1 _DetailColor ("Detail Color", Vector) = (1,1,1,0) _DetailAlbedoMap ("Detail", 2D) = "white" {} _DetailNormalMap ("Detail Normal", 2D) = "bump" {} _Height ("Height", Range(0, 1)) = 0 _Smooth ("Smooth", Range(0.01, 0.5)) = 0.02 _TextureInfluence ("Texture Influence", Range(0, 1)) = 0.5 [Header(Other Settings)] _OcclusionStrength ("AO strength", Range(0, 1)) = 0.6 _Metallic ("Metallic", Range(0, 1)) = 0 _Glossiness ("Smoothness", Range(0, 1)) = 0 [Header(Wind)] _GlobalWindInfluence ("Global Wind Influence", Range(0, 1)) = 1 [HideInInspector] _texcoord ("", 2D) = "white" {} [HideInInspector] __dirty ("", Float) = 1 [Header(Forward Rendering Options)] [ToggleOff] _SpecularHighlights ("Specular Highlights", Float) = 1 [ToggleOff] _GlossyReflections ("Reflections", Float) = 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; float4 _Color; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color; } ENDHLSL } } Fallback "Diffuse" }