Files
UltimateFishing2020/Assets/Shader/GPUInstancer_Nature_SPDTree.shader
2026-03-04 10:03:45 +08:00

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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<float4> _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"
}