A game about forced loneliness, made by TACStudios
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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}