Shader "Custom/Tree_leavf" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _MaskTex("MaskTex",2D) = "white" {} _BumpMap("Normal",2D)= "bump" {} _AlphaCut("CutOff",Range(0,1)) = 0.5 _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 _OccColor ("OccColor", Color) = (1,1,1,1) _NoisTex("NoisTex",2D)="white" {} _TreeCol1("TreeCol1",Color) = (1,1,1,1) _TreeCol2("TreeCol2",Color) = (1,1,1,1) } SubShader { Cull Off Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM fixed _AlphaCut; // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard addshadow // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex,_BumpMap,_MaskTex,_NoisTex; float4 _NoisTex_ST; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv_MaskTex; fixed face : VFACE; float2 uv2 : TEXCOORD1; float3 worldPos; float3 vertexColor:COLOR; }; half _Glossiness; half _Metallic; fixed4 _Color,_OccColor,_TreeCol1,_TreeCol2; // 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. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) //UNITY_DEFINE_INSTANCED_PROP(float4, _WorldPointPos) UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; clip(c.a-_AlphaCut); //float4 point=UNITY_ACCESS_INSTANCED_PROP(Props, _WorldPointPos); fixed colfactor = tex2D(_NoisTex,IN.worldPos.xz*_NoisTex_ST.xy+_NoisTex_ST.zw).r; fixed3 worldcol = lerp(_TreeCol1.rgb,_TreeCol2.rgb,colfactor); // Metallic and smoothness come from slider variables o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); o.Normal = IN.face?o.Normal:-o.Normal; fixed4 mask = tex2D (_MaskTex, IN.uv_MaskTex); fixed3 acc = lerp(_OccColor.rgb,fixed3(1,1,1),IN.vertexColor.g); fixed3 updowCol = lerp(_TreeCol1.rgb,_TreeCol2.rgb,IN.worldPos.y/30); o.Albedo = c.rgb*acc*_Color*worldcol*updowCol; //o.Albedo=colfactor; o.Metallic = _Metallic*mask.r; o.Smoothness = _Glossiness*mask.a; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }