Shader "NatureManufacture Shaders/Trees/Tree Bark Metalic" { Properties { _Color("Color", Color) = (1,1,1,0) _MainTex("MainTex", 2D) = "white" {} [NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {} _BumpScale("BumpScale", Range( 0 , 5)) = 1 [NoScaleOffset]_MetalicRAOGSmothnessA("Metalic (R) AO (G) Smothness (A)", 2D) = "white" {} _MetallicPower("Metallic Power", Range( 0 , 2)) = 0 _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1 _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0 _DetailMask("DetailMask", 2D) = "black" {} _DetailAlbedoMap("DetailAlbedoMap", 2D) = "white" {} [Toggle(_DETALUSEUV3_ON)] _DetalUseUV3("Detal Use UV3", Float) = 0 [NoScaleOffset]_DetailNormalMap("DetailNormalMap", 2D) = "bump" {} _DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 1 [NoScaleOffset]_DetailMetalicRAOGSmothnessA("Detail Metalic (R) AO (G) Smothness (A) ", 2D) = "white" {} _InitialBend("Wind Initial Bend", Float) = 1 _Stiffness("Wind Stiffness", Float) = 1 _Drag("Wind Drag", Float) = 1 [Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0 [HideInInspector] _texcoord3( "", 2D ) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Back CGPROGRAM #include "UnityStandardUtils.cginc" #pragma target 3.0 #pragma multi_compile_instancing #pragma shader_feature _TOUCHREACTACTIVE_ON #pragma shader_feature _DETALUSEUV3_ON #include "NMWindNoShiver.cginc" #include "NM_indirect.cginc" #pragma vertex vert #pragma instancing_options procedural:setup #pragma multi_compile GPU_FRUSTUM_ON __ #pragma surface surf Standard keepalpha addshadow fullforwardshadows dithercrossfade struct Input { float2 uv_texcoord; float2 uv3_texcoord3; }; uniform float _BumpScale; uniform sampler2D _BumpMap; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _DetailNormalMapScale; uniform sampler2D _DetailNormalMap; uniform sampler2D _DetailAlbedoMap; uniform float4 _DetailAlbedoMap_ST; uniform float4 _DetailNormalMap_ST; uniform sampler2D _DetailMask; uniform float4 _DetailMask_ST; uniform float4 _Color; uniform sampler2D _MetalicRAOGSmothnessA; uniform sampler2D _DetailMetalicRAOGSmothnessA; uniform float _MetallicPower; uniform float _SmoothnessPower; uniform float _AmbientOcclusionPower; void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float2 uv0_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; float2 uv2_DetailNormalMap = i.uv3_texcoord3 * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw; #ifdef _DETALUSEUV3_ON float2 staticSwitch280 = uv2_DetailNormalMap; #else float2 staticSwitch280 = uv0_DetailAlbedoMap; #endif float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw; float4 tex2DNode25 = tex2D( _DetailMask, uv_DetailMask ); float3 lerpResult19 = lerp( UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale ) , UnpackScaleNormal( tex2D( _DetailNormalMap, staticSwitch280 ), _DetailNormalMapScale ) , tex2DNode25.a); o.Normal = lerpResult19; float4 lerpResult16 = lerp( tex2D( _MainTex, uv0_MainTex ) , tex2D( _DetailAlbedoMap, staticSwitch280 ) , tex2DNode25.a); o.Albedo = ( lerpResult16 * _Color ).rgb; float4 lerpResult18 = lerp( tex2D( _MetalicRAOGSmothnessA, uv0_MainTex ) , tex2D( _DetailMetalicRAOGSmothnessA, staticSwitch280 ) , tex2DNode25.a); float4 break22 = lerpResult18; o.Metallic = ( break22.r * _MetallicPower ); o.Smoothness = ( break22.a * _SmoothnessPower ); float clampResult31 = clamp( break22.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 ); o.Occlusion = clampResult31; o.Alpha = 1; } ENDCG } Fallback "Diffuse" }