Shader "Hidden/Nature/Tree Soft Occlusion Leaves Rendertex" { Properties { _Color ("Main Color", Color) = (1,1,1,0) _MainTex ("Main Texture", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 _HalfOverCutoff ("0.5 / Alpha cutoff", Range(0,1)) = 1 _BaseLight ("Base Light", Range(0,1)) = 0.35 _AO ("Amb. Occlusion", Range(0,10)) = 2.4 _Occlusion ("Dir Occlusion", Range(0,20)) = 7.5 _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 } }