Shader "Grass/GrassBlade" { Properties { _BladeWidth("Breite", Range(0.003, .1)) = 0.01 _SegmentsMinusOne("Segments Minus One", Range(1, 60)) = 20 _BendStrength("Bend Strength", Range(0, 1)) = 1 } SubShader { LOD 100 Cull Off //Render Pass Pass { Tags { "LightMode" = "ForwardBase"} CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma geometry geom #pragma multi_compile _ SHADOWS_SCREEN #include "UnityCG.cginc" #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" #include "./include/Random.hlsl" #include "./include/Math.hlsl" #include "./include/Culling.hlsl" #include "./include/GrassHelpers.hlsl" #define IS_IN_BASE_PASS #include "./include/GrassBladePass.hlsl" ENDCG } // Shadow Pass Pass { Tags { "LightMode" = "ShadowCaster" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma geometry geom #include "UnityCG.cginc" #include "./include/Random.hlsl" #include "./include/Math.hlsl" #include "./include/Culling.hlsl" #include "./include/GrassHelpers.hlsl" #define IS_IN_SHADOW_PASS #include "./include/GrassBladePass.hlsl" ENDCG } } }