Shader "GPUInstancer/ANGRYMESH/Nature Pack/Vegetation Studio/Tree Leaf Snow" { Properties { _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 [Header(Base)] _Glossiness ("Base Smoothness", Range(0, 1)) = 0.5 _OcclusionStrength ("Base Tree AO", Range(0, 1)) = 0.5 _BumpScale ("Base Normal Intensity", Range(0, 2)) = 1 _Color ("Base Color", Vector) = (1,1,1,1) [NoScaleOffset] _MainTex ("Base Albedo (A Opacity)", 2D) = "gray" {} [NoScaleOffset] [Normal] _BumpMap ("Base NormalMap", 2D) = "bump" {} [Header(Top)] _TopSmoothness ("Top Smoothness", Range(0, 1)) = 0.5 _TopUVScale ("Top UV Scale", Range(1, 30)) = 10 _TopIntensity ("Top Intensity", Range(0, 1)) = 1 _TopOffset ("Top Offset", Range(0, 1)) = 0.5 _TopContrast ("Top Contrast", Range(0, 2)) = 1 _DetailNormalMapScale ("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" {} [Header(Backface)] _BackFaceSnow ("Back Face Snow", Range(0, 1)) = 0 _BackFaceColor ("Back Face Color", Vector) = (1,1,1,0) [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(Translucency)] _Translucency ("Strength", Range(0, 50)) = 1 _TransNormalDistortion ("Normal Distortion", Range(0, 1)) = 0.1 _TransScattering ("Scaterring Falloff", Range(1, 50)) = 2 _TransDirect ("Direct", Range(0, 1)) = 1 _TransAmbient ("Ambient", Range(0, 1)) = 0.2 _TransShadow ("Shadow", Range(0, 1)) = 0.9 [Header(Wind Trunk (use common settings for both materials))] _WindTrunkAmplitude ("Wind Trunk Amplitude", Range(0, 3)) = 1 _WindTrunkStiffness ("Wind Trunk Stiffness", Range(1, 3)) = 3 [Header(Wind Leaf)] _WindLeafAmplitude ("Wind Leaf Amplitude", Range(0, 3)) = 1 _WindLeafSpeed ("Wind Leaf Speed", Range(0, 10)) = 2 _WindLeafScale ("Wind Leaf Scale", Range(0, 30)) = 15 _WindLeafStiffness ("Wind Leaf Stiffness", Range(0, 2)) = 0 [Header(Projection)] [Toggle(_ENABLEWORLDPROJECTION_ON)] _EnableWorldProjection ("Enable World Projection", Float) = 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" }