Shader "Hidden/Nature/Tree Soft Occlusion Bark Rendertex" { 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 { Pass { Lighting On CGPROGRAM #pragma vertex bark #pragma fragment frag #define WRITE_ALPHA_1 1 #define USE_CUSTOM_LIGHT_DIR 1 #include "UnityBuiltin2xTreeLibrary.cginc" sampler2D _MainTex; fixed4 frag(v2f input) : SV_Target { fixed4 col = input.color; col.rgb *= tex2D( _MainTex, input.uv.xy).rgb; UNITY_OPAQUE_ALPHA(col.a); return col; } ENDCG } } Fallback Off }