Shader "Hidden/Nature/Tree Creator Bark Optimized" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} _BumpSpecMap ("Normalmap (GA) Spec (R)", 2D) = "bump" {} _TranslucencyMap ("Trans (RGB) Gloss(A)", 2D) = "white" {} // 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 { "RenderType"="TreeBark" } LOD 200 CGPROGRAM #pragma surface surf Lambert vertex:TreeVertBark addshadow nolightmap #include "UnityBuiltin3xTreeLibrary.cginc" sampler2D _MainTex; sampler2D _BumpSpecMap; sampler2D _TranslucencyMap; 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; //fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex); //o.Gloss = trngls.a * _Color.r; o.Alpha = c.a; half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex); //o.Specular = norspc.r; o.Normal = UnpackNormalDXT5nm(norspc); //o.Smoothness = 0; //o.Metallic = 0; } ENDCG } Dependency "BillboardShader" = "Hidden/Nature/Tree Creator Bark Rendertex" }