Shader "MK4/Trees_two_sided" { Properties { [Header(Translucency)] _Translucency ("Strength", Range(0, 50)) = 1 _TransNormalDistortion ("Normal Distortion", Range(0, 1)) = 0.1 _TransScattering ("Scaterring Falloff", Range(1, 50)) = 2 _TransDirect ("Direct", Range(0, 1)) = 1 _TransAmbient ("Ambient", Range(0, 1)) = 0.2 _TransShadow ("Shadow", Range(0, 1)) = 0.9 _Cutoff ("Mask Clip Value", Float) = 0.36 _Color ("Color", Vector) = (1,1,1,0) _Albedo ("Albedo", 2D) = "white" {} _NormalMap ("NormalMap", 2D) = "bump" {} _NormalScale ("Normal Scale", Range(0, 3)) = 0 _WindPower ("Wind Power", Range(0, 1)) = 0 _WindScale ("Wind Scale", Range(0, 1)) = 0 _WindNoiseTiling ("Wind Noise Tiling", Range(0, 1)) = 0.5 _WindSpeed ("Wind Speed", Range(0, 1)) = 0.1 _TransGlossAOWind ("Trans-Gloss-AO-Wind", 2D) = "white" {} _WindNoise ("Wind Noise", 2D) = "black" {} [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; struct Vertex_Stage_Input { float4 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } float4 _Color; float4 frag(Vertex_Stage_Output input) : SV_TARGET { return _Color; // RGBA } ENDHLSL } } Fallback "Diffuse" //CustomEditor "ASEMaterialInspector" }