Shader "Hidden/Nature/Tree Creator Leaves Optimized" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) _Cutoff ("Alpha cutoff", Range(0,1)) = 0.3 _TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7 _ShadowStrength ("Shadow Strength", Range(0,1)) = 0.8 _ShadowOffsetScale ("Shadow Offset Scale", Float) = 1 _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} _ShadowTex ("Shadow (RGB)", 2D) = "white" {} _BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {} _TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {} _Scale ("Scale", Vector) = (1,1,1,1) _SquashAmount ("Squash", Float) = 1 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; } ENDCG } }