Shader "GPUInstancer/Sun_Temple/Foliage" { Properties { _Color ("Main Color", Vector) = (1,1,1,1) _MainTex ("Layer_A Albedo (RGB)", 2D) = "black" {} _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5 _SelfIllum ("Self Illumination", Range(0, 1)) = 0 _NormalModification ("Normal Modification", Range(0, 1)) = 1 _WaveFreq ("Wave Frequency", Float) = 20 _WaveHeight ("Wave Height", Float) = 0.1 _WaveScale ("Wave Scale", 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 } } }