Shader "GPUInstancer/NatureManufacture Shaders/Trees/Tree Bark Metalic Snow" { Properties { _Snow_Amount ("Snow_Amount", Range(0, 2)) = 0.13 _Color ("Color", Vector) = (1,1,1,0) _MainTex ("MainTex", 2D) = "white" {} [NoScaleOffset] _BumpMap ("BumpMap", 2D) = "bump" {} _BumpScale ("BumpScale", Range(0, 5)) = 1 [NoScaleOffset] _MetalicRAOGSmothnessA ("Metalic (R) AO (G) Smothness (A)", 2D) = "white" {} _MetallicPower ("Metallic Power", Range(0, 2)) = 1 _SmoothnessPower ("Smoothness Power", Range(0, 2)) = 1 _AmbientOcclusionPower ("Ambient Occlusion Power", Range(0, 1)) = 1 _DetailMask ("DetailMask", 2D) = "black" {} _DetailAlbedoMap ("DetailAlbedoMap", 2D) = "white" {} [Toggle(_DETALUSEUV3_ON)] _DetalUseUV3 ("Detal Use UV3", Float) = 0 [NoScaleOffset] _DetailNormalMap ("DetailNormalMap", 2D) = "bump" {} _DetailNormalMapScale ("DetailNormalMapScale", Range(0, 5)) = 1 [NoScaleOffset] _DetailMetalicRAOGSmothnessA ("Detail Metalic (R) AO (G) Smothness (A) ", 2D) = "white" {} _SnowColor ("Snow Color", Vector) = (1,1,1,0) _SnowCover ("Snow Cover", 2D) = "white" {} _SnowCoverNormal ("Snow Cover Normal", 2D) = "bump" {} [Toggle(_SNOWUSEUV3_ON)] _SnowUseUV3 ("Snow Use UV3", Float) = 0 _SnowNormalScale ("Snow Normal Scale", Range(0, 2)) = 1 [NoScaleOffset] _SnowCoverMetalicRAOGSmothnessA ("Snow Cover Metalic (R) AO (G) Smothness (A)", 2D) = "gray" {} _SnowMetallicPower ("Snow Metallic Power", Range(0, 2)) = 1 _SnowSmoothnessPower ("Snow Smoothness Power", Range(0, 2)) = 1 _SnowAmbientOcclusionPower ("Snow Ambient Occlusion Power", Range(0, 1)) = 1 _InitialBend ("Wind Initial Bend", Float) = 1 _Stiffness ("Wind Stiffness", Float) = 1 _Drag ("Wind Drag", Float) = 1 [Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive ("TouchReactActive", Float) = 0 [HideInInspector] _texcoord3 ("", 2D) = "white" {} [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" }