// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) // Simplified Diffuse shader. Differences from regular Diffuse one: // - no Main Color // - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. // Shader "Mobile/Diffuse" Shader "Amazing Assets/Terrain To Mesh/Grass" { Properties { _MainTex ("Base", 2D) = "white" {} _Cutoff ("Cutoff", float) = 0.5 } SubShader { Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest"} LOD 150 Cull Off CGPROGRAM #pragma surface surf Lambert noforwardadd addshadow nometa sampler2D _MainTex; float _Cutoff; struct Input { float2 uv_MainTex; fixed4 color : COLOR; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); clip(c.a - _Cutoff * 1.01); o.Albedo = c.rgb * IN.color.rgb * 2; o.Alpha = c.a; } ENDCG } }