Shader "ANGRYMESH/Nature Pack/Standard/Props Snow" { Properties { [Header(Base)] _BaseSmoothness ("Base Smoothness", Range(0, 1)) = 0.5 _BaseAOIntensity ("Base AO Intensity", Range(0, 1)) = 0.5 _BumpScale ("Base Normal Intensity", Range(0, 2)) = 1 _BaseColor ("Base Color", Vector) = (1,1,1,0) [NoScaleOffset] _BaseAlbedoASmoothness ("Base Albedo (A Smoothness)", 2D) = "gray" {} [NoScaleOffset] [Normal] _BaseNormalMap ("Base NormalMap", 2D) = "bump" {} [NoScaleOffset] _BaseAOANoiseMask ("Base AO (A NoiseMask)", 2D) = "white" {} [Header(Top)] [Toggle(_TOPENABLENOISE_ON)] _TopEnableNoise ("Top Enable Noise", Float) = 0 _TopNoiseUVScale ("Top Noise UV Scale", Range(0.2, 10)) = 1 _TopSmoothness ("Top Smoothness", Range(0, 1)) = 1 _TopUVScale ("Top UV Scale", Range(1, 30)) = 10 _TopIntensity ("Top Intensity", Range(0, 1)) = 0 _TopOffset ("Top Offset", Range(0, 1)) = 0.9126613 _TopContrast ("Top Contrast", Range(0, 2)) = 1 _TopNormalIntensity ("Top Normal Intensity", Range(0, 2)) = 1 _TopColor ("Top Color", Vector) = (1,1,1,0) [NoScaleOffset] _TopAlbedoASmoothness ("Top Albedo (A Smoothness)", 2D) = "gray" {} [NoScaleOffset] [Normal] _TopNormalMap ("Top NormalMap", 2D) = "bump" {} [HideInInspector] _texcoord ("", 2D) = "white" {} [HideInInspector] __dirty ("", Float) = 1 } //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" }