| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283 | 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"}
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