Do some leafshader and then give up
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@ -71,7 +71,7 @@ Material:
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77
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77
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65
Assets/Shaders/LeafShader.shader
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65
Assets/Shaders/LeafShader.shader
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Custom/LeafShader"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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LOD 200
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows alpha:fade vertex:vert
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input
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{
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float2 uv_MainTex;
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float3 pos;
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};
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void vert (inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input,o);
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o.pos = v.vertex;
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}
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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// Albedo comes from a texture tinted by color
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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// Metallic and smoothness come from slider variables
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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float len = length(IN.pos);
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o.Alpha = (pow(len, 8) / 8 * 0.8 + 0.2) * c.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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9
Assets/Shaders/LeafShader.shader.meta
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9
Assets/Shaders/LeafShader.shader.meta
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