Shader "Hidden/Nature/Tree Creator Leaves Optimized" { Properties { _Color ("Main Color", Vector) = (1,1,1,1) _TranslucencyColor ("Translucency Color", Vector) = (0.73,0.85,0.41,1) _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.3 _TranslucencyViewDependency ("View dependency", Range(0, 1)) = 0.7 _ShadowStrength ("Shadow Strength", Range(0, 1)) = 0.8 _ShadowOffsetScale ("Shadow Offset Scale", Float) = 1 _ShadowOffsetScale1 ("Shadow Offset Scale1", Float) = 1 _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} _ShadowTex ("Shadow (RGB)", 2D) = "white" {} _BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {} _TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {} _SnowBlend ("Snow Blend", Range(0, 50)) = 0.4 _LightIntensity ("Light Intensity", Range(0.5, 50)) = 1 _SnowBumpDepth ("Snow bump depth", Range(0, 5)) = 1 _Bump ("Bump", 2D) = "bump" {} _SnowTexture ("Snow texture", 2D) = "white" {} _Depth ("Depth of Snow", Range(0, 0.02)) = 0.01 _SnowBump ("Snow Bump", 2D) = "bump" {} _Direction ("Direction of snow", Vector) = (0,1,0,1) _Power ("Snow,Main,Blend Factors", Vector) = (0.5,0.5,1,1) _Shininess ("Shininess", Range(0.01, 1)) = 0.078125 [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1) [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1) [HideInInspector] _SquashAmount ("Squash", 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 } } }