Shader "UltraCombos/ParticleWorks/ParticleViewer/Instanced" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGB)", 2D) = "white" {} _Metallic("Metallic", Range(0, 1)) = 0.0 _Smoothness("Smoothness", Range(0, 1)) = 0.5 _Emission("Emission", Range(0, 5)) = 0.0 } SubShader { Tags{ "RenderType" = "Opaque" } LOD 200 Cull Off CGPROGRAM #pragma surface surf Standard fullforwardshadows vertex:vert addshadow #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling procedural:setup #pragma target 4.5 sampler2D _MainTex; fixed4 _Color; half _Smoothness; half _Metallic; half _Emission; #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED #include "Inc/Defines.cginc" StructuredBuffer ssbo; #endif struct Input { float3 color; float2 texcoord; }; float4x4 model_matrix; #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED void setup() { Particle p = ssbo[unity_InstanceID]; unity_ObjectToWorld = mul(model_matrix, p.model_matrix); unity_WorldToObject = unity_ObjectToWorld; unity_WorldToObject._14_24_34 *= -1; unity_WorldToObject._11_22_33 = 1.0f / unity_WorldToObject._11_22_33; } #endif void vert(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED Particle p = ssbo[unity_InstanceID]; o.color = p.color; o.texcoord = v.texcoord; #endif } void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.texcoord) * _Color * float4(IN.color, 1); o.Albedo = c.rgb; o.Metallic = _Metallic; o.Smoothness = _Smoothness; o.Alpha = c.a; //float lumin = pow(Luminance(IN.color), 2.2f); o.Emission = c.rgb * _Emission;// *lumin; } ENDCG } FallBack "Diffuse" }