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