BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/LivePreview/GrassPreview.shader

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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
}
}
}