Shader "Procedural Worlds/SB_Billboard" { //BEGIN STORM EDIT CGINCLUDE #pragma multi_compile_instancing #pragma instancing_options procedural:storm_setup #include "GeNaIndirectBase.cginc" ENDCG //END STORM EDIT Properties { _TintA("TintA", Color) = (0,1,0,1) _TintB("TintB", Color) = (0,1,1,0.5) _BaseMap("Input Texture", 2D) = "white" {} _Cutoff("Cutoff", Range( 0 , 1)) = 0.5 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Transparent" "UniversalMaterialType" = "Unlit" "Queue" = "Transparent" } UsePass "Shader Graphs/SB_Billboard_URP_SRC/Pass" } SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Transparent" "UniversalMaterialType" = "Unlit" "Queue" = "Transparent" } UsePass "Shader Graphs/SB_Billboard_URP_SRC/Pass" } }