Shader "AwesomeTechnologies/Billboards/GroupBillboardsSpecular" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Bump ("Bump", 2D) = "white" {} //_AOTex("AO (RGB)", 2D) = "white" {} _HueVariation ("Hue variation", Color) = (1,1,1,.5) _Cutoff("Cutoff" , Range(0,1)) = .5 _NormalStrength("Normal Strength" , Range(0,5)) = 1 _Brightness("Brightness" , Range(0,5)) = 1 _Smoothness("Smoothness" , Range(0,1)) = 0 _Occlusion("Occlusion" , Range(0,1)) = 1 _Specular("Specular" , Range(0,1)) = 0.5 _MipmapBias("Mipmap bias" , Range(-3,0)) = -2 _CullDistance("Near cull distance",Float) = 0 _FarCullDistance("Near cull distance",Float) = 0 _InRow("Frames in row", Int) = 8 _InCol("Frames in column", Int) = 8 _CameraPosition("Camera position",Vector) = (0,0,0,0) _SnowAmount("Snow area", Range(0,1)) = 0.5 _SnowColor("Snow Color", Color) = (1,1,1,1) _SnowBlendFactor("Snow Blend Factor", Range(0,10)) = 3 _SnowBrightness("Snow Brightness" , Range(0,5)) = 1 [KeywordEnum(ON, OFF)] AT_HUE_VARIATION ("Use SpeedTree HUE variation", Float) = 0 _BillboardWindSpeed("Billboard wind speed" , Range(0,5)) = 1 } SubShader { Tags { "RenderType"="TransparentCutout" "Queue"="Alphatest" "DisableBatching"="True" "IgnoreProjector"="True"} //AlphaToMask On LOD 200 CGPROGRAM //#pragma surface surf Lambert noforwardadd alphatest:_Cutoff vertex:vert addshadow #pragma surface surfSpecular StandardSpecular noforwardadd vertex:vert addshadow alphatest:_Cutoff #pragma multi_compile AT_HUE_VARIATION_ON AT_HUE_VARIATION_OFF #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile _ USE_SNOW #pragma multi_compile _ USE_HDWIND #pragma target 4.0 #include "VSBillboards.cginc" ENDCG } FallBack "Diffuse" }