Shader "Nature/Tree Creator Bark" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _GlossMap ("Gloss (A)", 2D) = "black" {} // These are here only to provide default values _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1) [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1) [HideInInspector] _SquashAmount ("Squash", Float) = 1 } SubShader { Tags { "IgnoreProjector"="True" "RenderType"="TreeBark" } LOD 200 CGPROGRAM #pragma surface surf BlinnPhong vertex:TreeVertBark addshadow nolightmap #include "UnityBuiltin3xTreeLibrary.cginc" sampler2D _MainTex; sampler2D _BumpMap; sampler2D _GlossMap; half _Shininess; struct Input { float2 uv_MainTex; fixed4 color : COLOR; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb * IN.color.rgb * IN.color.a; o.Gloss = tex2D(_GlossMap, IN.uv_MainTex).a; o.Alpha = c.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); } ENDCG } Dependency "OptimizedShader" = "Hidden/Nature/Tree Creator Bark Optimized" FallBack "Diffuse" }