Shader "NatureManufacture Shaders/Trees/Tree Leaves Specular Snow" { Properties { _Cutoff ("Mask Clip Value", Float) = 0.5 _Snow_Amount ("Snow_Amount", Range(0, 2)) = 0 _SnowBrightnessReduction ("Snow Brightness Reduction", Range(0, 0.5)) = 0.1239701 _SnowMaskTreshold ("Snow Mask Treshold", Range(0.1, 6)) = 4 _SnowAngleOverlay ("Snow Angle Overlay", Range(0, 1)) = 0.5 _MainTex ("MainTex", 2D) = "white" {} _HealthyColor ("Healthy Color", Vector) = (1,0.9735294,0.9338235,1) _DryColor ("Dry Color", Vector) = (0.8676471,0.818369,0.6124567,1) _ColorNoiseSpread ("Color Noise Spread", Float) = 50 [NoScaleOffset] _BumpMap ("BumpMap", 2D) = "bump" {} _BumpScale ("BumpScale", Range(0, 3)) = 1 _SpecularPower ("Specular Power", Range(0, 2)) = 0 [NoScaleOffset] _AmbientOcclusionGSmothnessA ("Ambient Occlusion (G) Smothness (A)", 2D) = "white" {} _AmbientOcclusionPower ("Ambient Occlusion Power", Range(0, 2)) = 0 _SmoothnessPower ("Smoothness Power", Range(0, 2)) = 0 _SnowAlbedoRGB ("Snow Albedo (RGB)", 2D) = "white" {} [NoScaleOffset] _SnowNormalRGB ("Snow Normal (RGB)", 2D) = "bump" {} [NoScaleOffset] _SnowSpecularRGBSmothnessA ("Snow Specular (RGB) Smothness (A)", 2D) = "white" {} _SnowSpecularPower ("Snow Specular Power", Range(0, 2)) = 1 [Toggle] _BackFaceMirrorNormal ("BackFace Mirror Normal", Float) = 0 _SnowSmoothnessPower ("Snow Smoothness Power", Range(0, 3)) = 1 [NoScaleOffset] _SnowAmbientOcclusionG ("Snow Ambient Occlusion (G)", 2D) = "white" {} _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 _ShiverDrag ("Wind Shiver Drag", Float) = 0.05 _ShiverDirectionality ("Wind Shiver Directionality", Range(0, 1)) = 0.5 [Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive ("TouchReactActive", Float) = 0 [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; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } Fallback "Diffuse" }