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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "Leaves double face"
  4. {
  5.     Properties
  6.     {
  7.         _Cutoff( "Mask Clip Value", Float ) = 0.5
  8.         _trees_leaves_003_col("trees_leaves_003_col", 2D) = "white" {}
  9.         [HideInInspector] _texcoord( "", 2D ) = "white" {}
  10.         [HideInInspector] __dirty( "", Int ) = 1
  11.     }
  12.  
  13.     SubShader
  14.     {
  15.         Tags{ "RenderType" = "TransparentCutout"  "Queue" = "Geometry+0" }
  16.         Cull Off
  17.         CGPROGRAM
  18.         #pragma target 3.0
  19.         #pragma surface surf Standard keepalpha addshadow fullforwardshadows exclude_path:deferred
  20.         struct Input
  21.         {
  22.             float2 uv_texcoord;
  23.         };
  24.  
  25.         uniform sampler2D _trees_leaves_003_col;
  26.         uniform float4 _trees_leaves_003_col_ST;
  27.         uniform float _Cutoff = 0.5;
  28.  
  29.         void surf( Input i , inout SurfaceOutputStandard o )
  30.         {
  31.             float2 uv_trees_leaves_003_col = i.uv_texcoord * _trees_leaves_003_col_ST.xy + _trees_leaves_003_col_ST.zw;
  32.             float4 tex2DNode1 = tex2D( _trees_leaves_003_col, uv_trees_leaves_003_col );
  33.             o.Albedo = tex2DNode1.rgb;
  34.             o.Alpha = 1;
  35.             clip( tex2DNode1.a - _Cutoff );
  36.         }
  37.  
  38.         ENDCG
  39.     }
  40.     Fallback "Diffuse"
  41.     CustomEditor "ASEMaterialInspector"
  42. }
  43. /*ASEBEGIN
  44. Version=15600
  45. 485;293;1357;621;854.2289;212.7685;1;True;False
  46. Node;AmplifyShaderEditor.SamplerNode;1;-368.8676,-65.15804;Float;True;Property;_trees_leaves_003_col;trees_leaves_003_col;1;0;Create;True;0;0;False;0;fa6b960d0593fb040b3307d95f9f0eea;fa6b960d0593fb040b3307d95f9f0eea;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
  47. Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;45,-71;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;Leaves double face;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Off;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0.5;True;True;0;True;TransparentCutout;;Geometry;ForwardOnly;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;0;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
  48. WireConnection;0;0;1;0
  49. WireConnection;0;10;1;4
  50. ASEEND*/
  51. //CHKSM=AD0F92C1285BD21EBAB0D7B824CA2400F7E4F8E9
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