Shader "InfiniGRASS/Vertex Grass Spec Detailed" { Properties { _Diffuse ("Diffuse", 2D) = "white" {} _Normal ("Normal", 2D) = "bump" {} _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5 _BulgeScale ("Bulge Scale", Float) = 0.2 _BulgeShape ("Bulge Shape", Float) = 5 _BulgeScale_copy ("Bulge Scale_copy", Float) = 1.2 _WaveControl1 ("Waves", Vector) = (1,0.01,0.001,0) _TimeControl1 ("Time", Vector) = (1,10,0.02,100) _OceanCenter ("Ocean Center", Vector) = (0,0,0,0) _RandYScale ("Vary Height Ammount", Float) = 1 _RippleScale ("Vary Height", Float) = 0 _InteractPos ("Interact Position", Vector) = (0,0,0,1) _FadeThreshold ("Fade out Threshold", Float) = 100 _StopMotionThreshold ("Stop motion Threshold", Float) = 10 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { o.Albedo = 1; } ENDCG } Fallback "Diffuse" }