Shader "GPUInstancer/Flooded_Grounds/PBR_TopBlend" { Properties { _MainTex ("Base Albedo (RGB)", 2D) = "white" {} _Spc ("Base Metalness(R) Smoothness(A)", 2D) = "black" {} _BumpMap ("Base Normal", 2D) = "bump" {} _AO ("Base AO", 2D) = "white" {} _layer1Tex ("Layer1 Albedo (RGB) Smoothness (A)", 2D) = "white" {} _layer1Metal ("Layer1 Metalness", Range(0, 1)) = 0 _layer1Norm ("Layer 1 Normal", 2D) = "bump" {} _layer1Breakup ("Layer1 Breakup (R)", 2D) = "white" {} _layer1BreakupAmnt ("Layer1 Breakup Amount", Range(0, 1)) = 0.5 _layer1Tiling ("Layer1 Tiling", Float) = 10 _Power ("Layer1 Blend Amount", Float) = 1 _Shift ("Layer1 Blend Height", Float) = 1 _DetailBump ("Detail Normal", 2D) = "bump" {} _DetailInt ("DetailNormal Intensity", Range(0, 1)) = 0.4 _DetailTiling ("DetailNormal Tiling", Float) = 2 } //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 } } Fallback "Bumped Specular" }