Shader "GPUInstancer/CTI/LOD Bark" { Properties { _HueVariation ("Color Variation", Vector) = (0.9,0.5,0,0.1) [Header(Main Maps)] [Space(5)] _MainTex ("Albedo (RGB) Smoothness (A)", 2D) = "white" {} [NoScaleOffset] _BumpSpecAOMap ("Normal Map (GA) Specular (R) AO (B)", 2D) = "bump" {} [Header(Secondary Maps)] [Space(5)] [CTI_DetailsEnum] _DetailMode ("Secondary Maps (need UV2)", Float) = 0 [Toggle(_SWAP_UVS)] _SwapUVS (" Swap UVS", Float) = 0 _AverageCol (" Average Color (RGB) Smoothness (A)", Vector) = (1,1,1,0.5) [Space(5)] [NoScaleOffset] _DetailAlbedoMap (" Detail Albedo x2 (RGB) Smoothness (A)", 2D) = "gray" {} [NoScaleOffset] _DetailNormalMapX (" Normal Map (GA) Specular (R) AO (B)", 2D) = "gray" {} _DetailNormalMapScale (" Normal Strength", Float) = 1 [Header(Wind)] [Space(5)] [Toggle(_METALLICGLOSSMAP)] _LODTerrain ("Use Wind from Script", Float) = 0 [Header(Options for lowest LOD)] [Space(5)] [Toggle] _FadeOutWind ("Fade out Wind", Float) = 0 [HideInInspector] _Cutoff ("Cutoff", Range(0, 1)) = 1 [HideInInspector] _IsBark ("Is Bark", 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; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } //CustomEditor "CTI_ShaderGUI" }