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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"
}
}