Shader "Custom/Grass" { Properties { _MainTex("Texture", 2D) = "white" {} _AlphaCutout("Alpha Cutout", Range(0, 1)) = 0.5 _ColorTex("Color Texture", 2D) = "white" {} _TipColor("Tip Color", Color) = (0, 0, 0, 1) _TipColorShift("Tip Color Shift", Range(0, 1)) = 0.2 _Scale("Scale", Range(0, 3)) = 0.5 _WindSpeed("Wind Speed", Range(0, 1)) = 0.5 _WindStrength("Wind Strength", Range(0, 1)) = 0.5 } SubShader { Tags { "RenderType" = "Transparent" "PreviewType" = "Plane" // "LightMode" = "ForwardBase" } Pass { Name "Grass" Tags { "LightMode" = "ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #include "Grass.hlsl" ENDCG } Pass { Name "GrassAdd" Tags { "LightMode" = "ForwardAdd" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #include "Grass.hlsl" ENDCG } UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" } }