// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "Sun_Temple/Foliage" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Layer_A Albedo (RGB)", 2D) = "black" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 _SelfIllum("Self Illumination", range(0, 1)) = 0 _NormalModification("Normal Modification", range(0, 1)) = 1 _WaveFreq("Wave Frequency", float) = 20 _WaveHeight("Wave Height", float) = 0.1 _WaveScale("Wave Scale", float) = 1 } SubShader { Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"} LOD 200 Cull Back CGPROGRAM #pragma surface surf Standard alphatest:_Cutoff vertex:vert fullforwardshadows addshadow novertexlights nolightmap #pragma target 3.0 #include "VertexWind.cginc" sampler2D _MainTex; fixed4 _Color; //half _Cutoff; half _SelfIllum; half _WaveFreq, _WaveHeight, _WaveScale; half _NormalModification; struct Input { half2 uv_MainTex; }; void vert (inout appdata_full v) { v.vertex.xyz = v.vertex.xyz + wind_simplified(v.vertex.xyz, v.color, _WaveFreq, _WaveHeight, _WaveScale); // half3 modified_dir = mul(unity_WorldToObject, half4(0, 2, 0, 0)); half3 modifiedNormal = half3(0, 2, 0); v.normal = lerp(v.normal, v.normal + modifiedNormal, _NormalModification); } void surf (Input IN, inout SurfaceOutputStandard o) { half4 albedo = tex2D (_MainTex, IN.uv_MainTex); o.Albedo = albedo.rgb * _Color; o.Emission = albedo.rgb * _SelfIllum; o.Alpha = albedo.a; } ENDCG } Fallback Off }