Shader "GPUInstancer/Billboard/2DRendererTreeCreator" { Properties { _AlbedoAtlas ("Albedo Atlas", 2D) = "white" {} _NormalAtlas ("Normal Atlas", 2D) = "white" {} _Cutoff ("Cutoff", Range(0, 1)) = 0.3 _FrameCount ("FrameCount", Float) = 8 _TranslucencyColor ("Translucency Color", Vector) = (0.73,0.85,0.41,1) _TranslucencyViewDependency ("View dependency", Range(0, 1)) = 0.7 _ShadowStrength ("Shadow Strength", Range(0, 1)) = 0.8 [Toggle(_BILLBOARDFACECAMPOS_ON)] _BillboardFaceCamPos ("BillboardFaceCamPos", Float) = 0 } //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 } } }