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65
Assets/Pixel3D/Shaders/Leaf.shader
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65
Assets/Pixel3D/Shaders/Leaf.shader
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Shader "Custom/Leaf"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_AlphaCutout("Alpha Cutout", Range(0, 1)) = 0.5
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[MaterialToggle] _UseShadeTex ("Use Shade Texture", Float) = 0
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_ShadeTex ("Shade Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_DarknessColor ("Darkness Color", Color) = (0.5,0.5,0.5,1)
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_DarknessMidpoint ("Darkness Midpoint", Range(0, 1)) = 0.5
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_ShadowThreshold ("Shadow Threshold", Range(0, 1)) = 0.5
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_ShadeBitDepth ("Shade Bit Depth", Range(0, 15)) = 5
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_TipColor("Tip Color", Color) = (0, 0, 0, 1)
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_TipColorShift("Tip Color Shift", Range(0, 1)) = 0.2
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_Scale("Scale", Range(0, 3)) = 0.5
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_WindSpeed("Wind Speed", Range(0, 1)) = 0.5
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_WindStrength("Wind Strength", Range(0, 1)) = 0.5
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_Extrude("Extrude", Range(-5, 5)) = 0.5
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}
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SubShader
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{
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Tags {
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// "RenderType" = "Opaque"
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"RenderType" = "TransparentLeaf"
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"PreviewType" = "Plane"
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}
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Pass
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{
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Name "Leaf"
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Tags { "LightMode" = "ForwardBase" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fwdbase
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// #include "Leaf.hlsl"
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#include "LeafCel.hlsl"
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ENDCG
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}
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Pass
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{
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Name "LeafAdd"
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Tags { "LightMode" = "ForwardAdd" }
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CGPROGRAM
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#pragma multi_compile_lightpass
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fwdbase
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// #include "Leaf.hlsl"
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#include "LeafCel.hlsl"
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ENDCG
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}
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UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
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}
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}
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