Shader "InfiniGRASS/InfiniGrass Directional Wind ROOF" { 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) = (1,0.01,0.001,0.41) _TimeControl1 ("Time", Vector) = (1,1,1,100) _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) _InteractSpeed ("Interact Speed", Vector) = (0,0,0,1) _FadeThreshold ("Fade out Threshold", Float) = 100 _StopMotionThreshold ("Stop motion Threshold", Float) = 10 _Color ("Grass tint", Vector) = (0.5,0.8,0.5,0) _ColorGlobal ("Global tint", Vector) = (0.5,0.5,0.5,0) _TintPower ("tint power", Float) = 0 _TintFrequency ("tint frequency", Float) = 0.1 _SpecularPower ("Specular", Float) = 1 _SmoothMotionFactor ("Smooth wave motion", Float) = 105 _WaveXFactor ("Wave Control x axis", Float) = 1 _WaveYFactor ("Wave Control y axis", Float) = 1 _SnowTexture ("Snow texture", 2D) = "white" {} _BaseLight ("Grass Base light control", Float) = 0 _BaseColorYShift ("Shift Base color Y axis", Float) = 1 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { o.Albedo = _Color.rgb; o.Alpha = _Color.a; } ENDCG } Fallback "Transparent/Cutout/Diffuse" }