Shader "Hidden/Griffin/~Internal/GrassPreview" { Properties { _Color ("Color", Color) = (0, 1, 0, 0.5) //_MainTex ("Main Texture", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent"} Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; //UNITY_VERTEX_INPUT_INSTANCE_ID }; //UNITY_INSTANCING_BUFFER_START(Props) //UNITY_DEFINE_INSTANCED_PROP(float4, _Color) //UNITY_DEFINE_INSTANCED_PROP(sampler2D, _MainTex) //UNITY_INSTANCING_BUFFER_END(Props) //CBUFFER_START(UnityPerMaterial) float4 _Color; //CBUFFER_END //sampler2D _MainTex; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); //UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = UnityObjectToClipPos(v.vertex); //o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { //UNITY_SETUP_INSTANCE_ID(i); //float4 texColor = tex2D(UNITY_ACCESS_INSTANCED_PROP(Props, _MainTex), i.uv); ///float4 col = float4(texColor.rgb*_Color.rgb, texColor.a*_Color.a); //return col; return _Color; //return float4(0,1,0,0.5); } ENDCG } } }