Shader "Nature/Tree Soft Occlusion Bark" { Properties { _Color ("Main Color", Color) = (1,1,1,0) _MainTex ("Main Texture", 2D) = "white" {} _BaseLight ("Base Light", Range(0, 1)) = 0.35 _AO ("Amb. Occlusion", Range(0, 10)) = 2.4 // These are here only to provide default values [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" = "TreeOpaque" "DisableBatching"="True" } Pass { Lighting On CGPROGRAM #pragma vertex bark #pragma fragment frag #pragma multi_compile_fog #include "UnityBuiltin2xTreeLibrary.cginc" sampler2D _MainTex; fixed4 frag(v2f input) : SV_Target { fixed4 col = input.color; col.rgb *= tex2D( _MainTex, input.uv.xy).rgb; UNITY_APPLY_FOG(input.fogCoord, col); UNITY_OPAQUE_ALPHA(col.a); return col; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #include "UnityCG.cginc" #include "TerrainEngine.cginc" struct v2f { V2F_SHADOW_CASTER; }; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; }; v2f vert( appdata v ) { v2f o; TerrainAnimateTree(v.vertex, v.color.w); TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } float4 frag( v2f i ) : SV_Target { SHADOW_CASTER_FRAGMENT(i) } ENDCG } } Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Bark Rendertex" Fallback Off }