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							- 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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