Shader "Fur/Built In/Fur Cards" { Properties { [Header(Main Colors)]_MainColorTextureB("Main Color Texture", 2D) = "white" {} _MainColorB("Main Color", Color) = (0.7735849,0.4603023,0.259078,0) _SpecColor("Specular Color", Color) = (0.8584906,0.4960563,0.360404,0) _NormalMap("Normal Map", 2D) = "bump" {} _NormalStrength ("Normal Map Strength", Range(0.0,2.0)) = 1.0 [Header(Alpha)]_Alpha ("Alpha Texture", 2D) = "white" {} _AlphaClip ("Alpha Clip", Range(0.0,1.0)) = 1.0 [Header(Marschner Highlight 1)]_SpecIntensity("Specular Inensity", Range( 0 , 1)) = 1 _Smoothness("Smoothness", Range( 0 , 1)) = 0.5 [Header(Marschner Highlight 2)]_SecondarySpecIntensity("Secondary Specular Intensity", Range( 0 , 4)) = 1 _SecondarySmoothness("Secondary Smoothness", Range( 0 , 1)) = 0.5 [Header(Back Lighting)]_SubsurfaceColor("Back Lighting Color", Color) = (0.972549,0.8509804,0.6666667,1) _Scale("Intensity", Range( 0 , 1)) = 1 [Header(Ambient)]_AmbientIntensity("Ambient Light Intensity", Range( 0 , 1)) = 1 [Header(Max Painter Color Override)] _maxColorOverride("Max Override", Range( 0 , 1)) = 1 } SubShader { Tags { "RenderType"="Opaque" "Queue" = "AlphaTest" } LOD 200 Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } Cull Off CGPROGRAM #include "FurInclude.cginc" #pragma vertex vertCards #pragma fragment fragCards #pragma multi_compile_fwdbase nolightmap nodynlightmap novertexlight #pragma multi_compile_fog #define ALPHA_ENABLED ENDCG } Pass { Name "FORWARD" Tags { "LightMode" = "ForwardAdd" "Queue" = "AlphaTest" } Cull Off ZWrite Off Blend One One CGPROGRAM #include "FurInclude.cginc" #pragma vertex vertCards #pragma fragment fragCards #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog #define ALPHA_ENABLED ENDCG } Pass { Tags { "LightMode" = "ShadowCaster" } Cull Off CGPROGRAM #include "FurInclude.cginc" #pragma vertex vertCards #pragma fragment shadowFrag fixed4 shadowFrag(vertexOutput input) : SV_Target { clip(tex2D(_Alpha, input.uv).r - _AlphaClip); return 0; } ENDCG } } }