Shader "Custom/Vegetation" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _BumpMap ("Normal", 2D)= "bump" {} _OcclusionMap ("Occlusion", 2D) = "white" {} _OcclusionStrength ("Occlusion Strength", Range(0,1)) = 0.0 _MetallicGlossMap ("Metaillic Smoothness (R/A)", 2D) = "white" {} _EmissionMap ("Emissive", 2D) = "white" {} [hdr]_EmissiveColor ("Emissive Color", Color) = (0,0,0,0) _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" } LOD 200 CGPROGRAM #pragma multi_compile _ LOD_FADE_CROSSFADE // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows vertex:vert // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex, _OcclusionMap, _BumpMap, _MetallicGlossMap, _EmissionMap; struct Input { float2 uv_MainTex; float4 screenPos; }; half _Glossiness, _Metallic, _OcclusionStrength; fixed4 _Color, _EmissiveColor; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); } // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { #ifdef LOD_FADE_CROSSFADE float2 vpos = IN.screenPos.xy / IN.screenPos.w * _ScreenParams.xy; UnityApplyDitherCrossFade(vpos); #endif fixed4 ms = tex2D (_MetallicGlossMap, IN.uv_MainTex); o.Albedo = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Normal = UnpackNormal(tex2D (_BumpMap, IN.uv_MainTex)); o.Metallic = ms.r * _Metallic; o.Smoothness = ms.a * _Glossiness; o.Occlusion = LerpOneTo (tex2D (_OcclusionMap, IN.uv_MainTex), _OcclusionStrength); o.Emission = tex2D (_EmissionMap, IN.uv_MainTex) * _EmissiveColor; } ENDCG } FallBack "Diffuse" }