Shader "Universal Render Pipeline/Nature/SpeedTree7 Billboard" { Properties { _Color("Main Color", Color) = (1,1,1,1) _HueVariation("Hue Variation", Color) = (1.0,0.5,0.0,0.1) _MainTex("Base (RGB) Trans (A)", 2D) = "white" {} _BumpMap("Normal Map", 2D) = "bump" {} _Cutoff("Alpha Cutoff", Range(0,1)) = 0.333 [MaterialEnum(None,0,Fastest,1)] _WindQuality("Wind Quality", Range(0,1)) = 0 } SubShader { Tags { "Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" "DisableBatching" = "LODFading" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" } LOD 400 Pass { Name "ForwardLit" Tags { "LightMode" = "UniversalForward" } HLSLPROGRAM #pragma vertex SpeedTree7Vert #pragma fragment SpeedTree7Frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ _CLUSTERED_RENDERING #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS #pragma multi_compile __ LOD_FADE_CROSSFADE #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile_fog #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma shader_feature_local EFFECT_BUMP #pragma shader_feature_local EFFECT_HUE_VARIATION #define ENABLE_WIND #include "SpeedTree7BillboardInput.hlsl" #include "SpeedTree7BillboardPasses.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ColorMask 0 HLSLPROGRAM #pragma vertex SpeedTree7VertDepth #pragma fragment SpeedTree7FragDepth #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS #pragma multi_compile __ LOD_FADE_CROSSFADE #define ENABLE_WIND #define DEPTH_ONLY #define SHADOW_CASTER #include "SpeedTree7BillboardInput.hlsl" #include "SpeedTree7BillboardPasses.hlsl" ENDHLSL } Pass { Name "GBuffer" Tags{"LightMode" = "UniversalGBuffer"} HLSLPROGRAM #pragma exclude_renderers gles #pragma vertex SpeedTree7Vert #pragma fragment SpeedTree7Frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS #pragma multi_compile __ LOD_FADE_CROSSFADE #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma shader_feature_local EFFECT_BUMP #pragma shader_feature_local EFFECT_HUE_VARIATION #define ENABLE_WIND #define GBUFFER #include "SpeedTree7BillboardInput.hlsl" #include "SpeedTree7BillboardPasses.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ColorMask 0 HLSLPROGRAM #pragma vertex SpeedTree7VertDepth #pragma fragment SpeedTree7FragDepth #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS #pragma multi_compile __ LOD_FADE_CROSSFADE #define ENABLE_WIND #define DEPTH_ONLY #include "SpeedTree7BillboardInput.hlsl" #include "SpeedTree7BillboardPasses.hlsl" ENDHLSL } } FallBack "Hidden/Universal Render Pipeline/FallbackError" }