Shader "NatureManufacture Shaders/Trees/Cross Model Shader" { Properties { _Cutoff( "Mask Clip Value", Float ) = 0.65 _ColorAdjustment("Color Adjustment", Vector) = (1,1,1,0) _MainTex("MainTex", 2D) = "white" {} _HealthyColor("Healthy Color", Color) = (1,0.9735294,0.9338235,1) _Smooothness("Smooothness", Float) = 0.3 _AO("AO", Float) = 1 [NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {} _BumpScale("BumpScale", Range( 0 , 3)) = 1 _InitialBend("Wind Initial Bend", Float) = 1 _Stiffness("Wind Stiffness", Float) = 1 _Drag("Wind Drag", Float) = 0.2 _NewNormal("Vertex Normal Multiply", Vector) = (0,0,0,0) [Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" } Cull Back CGPROGRAM #include "UnityStandardUtils.cginc" #pragma target 3.0 #pragma multi_compile_instancing #pragma shader_feature _TOUCHREACTACTIVE_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 StandardSpecular keepalpha addshadow fullforwardshadows dithercrossfade struct Input { float2 uv_texcoord; }; uniform float _BumpScale; uniform sampler2D _BumpMap; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _HealthyColor; uniform float3 _ColorAdjustment; uniform float _Smooothness; uniform float _AO; uniform float _Cutoff = 0.65; void surf( Input i , inout SurfaceOutputStandardSpecular o ) { float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; o.Normal = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale ); float4 tex2DNode2 = tex2D( _MainTex, uv0_MainTex ); o.Albedo = ( ( tex2DNode2 * _HealthyColor ) * float4( _ColorAdjustment , 0.0 ) ).rgb; float3 temp_cast_2 = (0.0).xxx; o.Specular = temp_cast_2; o.Smoothness = _Smooothness; o.Occlusion = _AO; o.Alpha = 1; clip( tex2DNode2.a - _Cutoff ); } ENDCG } Fallback "Diffuse" }