Shader "GPUInstancer/NatureManufacture Shaders/Grass/Advanced Grass Light" { Properties { _Cutoff ("Mask Clip Value", Float) = 0.051 _HealthyColor ("Healthy Color", Vector) = (1,1,1,1) _DryColor ("Dry Color", Vector) = (0.875,0.8280551,0.7270221,1) _ColorNoiseSpread ("Color Noise Spread", Float) = 15 _MainTex ("MainTex", 2D) = "white" {} _MetallicPower ("Metallic Power", Range(0, 1)) = 0 _SmoothnessPower ("Smoothness Power", Range(0, 2)) = 0 _NewNormal ("Vertex Normal Multiply", Vector) = (0,0,0,0) _InitialBend ("Wind Initial Bend", Float) = 1 _Stiffness ("Wind Stiffness", Float) = 1 _Drag ("Wind Drag", Float) = 1 _ShiverDrag ("Wind Shiver Drag", Float) = 0.05 _ShiverDirectionality ("Wind Shiver Directionality", Range(0, 1)) = 0.5 _WindColorInfluence ("Wind Color Influence", Vector) = (0,0,0,0) _WindColorThreshold ("Wind Color Threshold", Range(0, 10)) = 1 _WindNormalInfluence ("Wind Normal Influence", Float) = 0 _CullFarDistance ("CullFarDistance", Range(0, 10000)) = 5 _CullFarStart ("CullFarStart", Range(0, 10000)) = 40 [Toggle] _BackFaceMirrorNormal ("BackFace Mirror Normal", Float) = 1 [Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive ("TouchReactActive", Float) = 0 [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; 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 "Diffuse" }