Shader "GPUInstancer/Nature/SPDTree" { Properties { _Color ("Main Color", Vector) = (1,1,1,1) _HueVariation ("Hue Variation", Vector) = (1,0.5,0,0.1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _DetailTex ("Detail", 2D) = "black" {} _BumpMap ("Normal Map", 2D) = "bump" {} _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.333 [MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Float) = 2 [MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)] _WindQuality ("Wind Quality", Range(0, 5)) = 0 } //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 } } //CustomEditor "SpeedTreeMaterialInspector" }