A game about forced loneliness, made by TACStudios
1Shader "Unlit/SimpleSpeedTreeDots"
2{
3 Properties
4 {
5 _col("Color", Color) = (0,1,1,1)
6 _WindQuality("Wind Quality", Float) = 1
7 }
8 SubShader
9 {
10 Tags { "RenderType"="Opaque" }
11 LOD 100
12
13 Pass
14 {
15 HLSLPROGRAM
16 // Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it uses non-square matrices
17 #pragma exclude_renderers gles
18 #pragma target 4.5
19 #pragma vertex vert
20 #pragma fragment frag
21 #pragma multi_compile _ DOTS_INSTANCING_ON
22
23 float4x4 unity_MatrixVP;
24 #define UNITY_MATRIX_VP unity_MatrixVP
25 #define UNITY_MATRIX_M unity_ObjectToWorld
26
27 #define UNITY_SETUP_DOTS_SH_COEFFS
28 #define UNITY_SETUP_DOTS_RENDER_BOUNDS
29
30 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
31 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
32
33 struct appdata
34 {
35 float4 vertex : POSITION;
36 UNITY_VERTEX_INPUT_INSTANCE_ID
37 };
38
39 struct v2f
40 {
41 float4 vertex : SV_POSITION;
42 UNITY_VERTEX_INPUT_INSTANCE_ID
43 };
44
45 CBUFFER_START(UnityPerMaterial)
46 float4 _col;
47 float _WindQuality;
48 CBUFFER_END
49
50 #ifdef UNITY_DOTS_INSTANCING_ENABLED
51 UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
52 UNITY_DOTS_INSTANCED_PROP(float4, _col)
53 UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
54
55 #undef unity_ObjectToWorld
56 UNITY_DOTS_INSTANCING_START(BuiltinPropertyMetadata)
57 UNITY_DOTS_INSTANCED_PROP(float3x4, unity_ObjectToWorld)
58 UNITY_DOTS_INSTANCING_END(BuiltinPropertyMetadata)
59
60 #define _col UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, _col)
61 #else
62 CBUFFER_START(UnityPerDraw)
63 float4x4 unity_ObjectToWorld;
64 float4x4 unity_WorldToObject;
65 float4 unity_LODFade;
66 float4 unity_WorldTransformParams;
67 CBUFFER_END
68 #endif
69
70 v2f vert (appdata v)
71 {
72 UNITY_SETUP_INSTANCE_ID(v);
73
74 v2f o;
75 UNITY_TRANSFER_INSTANCE_ID(v, o);
76 o.vertex = mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(v.vertex)));
77 return o;
78 }
79
80 float4 frag(v2f input) : SV_Target
81 {
82 UNITY_SETUP_INSTANCE_ID(input);
83 float4 c = _col;
84 return c;
85 }
86 ENDHLSL
87 }
88 }
89}