Shader "GPUInstancer/Standard" { Properties { _Color ("Color", Vector) = (1,1,1,1) _MainTex ("Albedo", 2D) = "white" {} _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 _Glossiness ("Smoothness", Range(0, 1)) = 0.5 _GlossMapScale ("Smoothness Scale", Range(0, 1)) = 1 [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 [Gamma] _Metallic ("Metallic", Range(0, 1)) = 0 _MetallicGlossMap ("Metallic", 2D) = "white" {} [ToggleOff] _SpecularHighlights ("Specular Highlights", Float) = 1 [ToggleOff] _GlossyReflections ("Glossy Reflections", Float) = 1 _BumpScale ("Scale", Float) = 1 _BumpMap ("Normal Map", 2D) = "bump" {} _Parallax ("Height Scale", Range(0.005, 0.08)) = 0.02 _ParallaxMap ("Height Map", 2D) = "black" {} _OcclusionStrength ("Strength", Range(0, 1)) = 1 _OcclusionMap ("Occlusion", 2D) = "white" {} _EmissionColor ("Color", Vector) = (0,0,0,1) _EmissionMap ("Emission", 2D) = "white" {} _DetailMask ("Detail Mask", 2D) = "white" {} _DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" {} _DetailNormalMapScale ("Scale", Float) = 1 _DetailNormalMap ("Normal Map", 2D) = "bump" {} [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 [HideInInspector] _Mode ("__mode", Float) = 0 [HideInInspector] _SrcBlend ("__src", Float) = 1 [HideInInspector] _DstBlend ("__dst", Float) = 0 [HideInInspector] _ZWrite ("__zw", 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 "GPUInstancer/VertexLit" //CustomEditor "StandardShaderGUI" }