Shader "Universal Render Pipeline/Nature/SpeedTree7" { Properties { _Color("Main Color", Color) = (1,1,1,1) _HueVariation("Hue Variation", Color) = (1.0,0.5,0.0,0.1) _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", Int) = 2 [MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)] _WindQuality("Wind Quality", Range(0,5)) = 0 } SubShader { Tags { "Queue" = "Geometry" "IgnoreProjector" = "True" "RenderType" = "Opaque" "DisableBatching" = "LODFading" "RenderPipeline" = "UniversalPipeline" } LOD 400 Cull [_Cull] Pass { Name "ForwardLit" Tags { "LightMode" = "UniversalForward" } HLSLPROGRAM #pragma vertex SpeedTree7Vert #pragma fragment SpeedTree7Frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma multi_compile_fog #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling maxcount:50 #pragma shader_feature_local GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH #pragma shader_feature_local EFFECT_BUMP #pragma shader_feature_local EFFECT_HUE_VARIATION #define ENABLE_WIND #define VERTEX_COLOR #include "SpeedTree7Input.hlsl" #include "SpeedTree7Passes.hlsl" ENDHLSL } Pass { Name "SceneSelectionPass" Tags{"LightMode" = "SceneSelectionPass"} ColorMask 0 HLSLPROGRAM #pragma vertex SpeedTree7VertDepth #pragma fragment SpeedTree7FragDepth #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling maxcount:50 #pragma shader_feature_local GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH #define ENABLE_WIND #define DEPTH_ONLY #define SCENESELECTIONPASS #include "SpeedTree7Input.hlsl" #include "SpeedTree7Passes.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} HLSLPROGRAM #pragma vertex SpeedTree7VertDepth #pragma fragment SpeedTree7FragDepth #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling maxcount:50 #pragma shader_feature_local GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH #define ENABLE_WIND #define DEPTH_ONLY #define SHADOW_CASTER #include "SpeedTree7Input.hlsl" #include "SpeedTree7Passes.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ColorMask 0 HLSLPROGRAM #pragma vertex SpeedTree7VertDepth #pragma fragment SpeedTree7FragDepth #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling maxcount:50 #pragma shader_feature_local GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH #define ENABLE_WIND #define DEPTH_ONLY #include "SpeedTree7Input.hlsl" #include "SpeedTree7Passes.hlsl" ENDHLSL } } Dependency "BillboardShader" = "Universal Render Pipeline/Nature/SpeedTree7 Billboard" CustomEditor "SpeedTreeMaterialInspector" }