Shader "GPUInstancer/ANGRYMESH/Nature Pack/Standard/Tree Cross" { Properties { _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 [Header(Base)] _Color ("Base Color", Vector) = (1,1,1,0) [NoScaleOffset] _MainTex ("Base Albedo (A Opacity)", 2D) = "gray" {} [Header(Tint Color)] _TintColor1 ("Tint Color 1", Vector) = (1,1,1,0) _TintColor2 ("Tint Color 2", Vector) = (1,1,1,0) _TintNoiseTile ("Tint Noise Tile", Range(0.001, 30)) = 10 [Header(Wind)] _WindAmplitude ("Wind Amplitude", Range(0, 2)) = 1 [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; 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" }