Shader "Grass/GrassBlade" { Properties { [KeywordEnum(LOD 0, LOD 1, LOD 2)] _LOD("Level of Detail", int) = 0 _BladeWidth("Breite", Range(0.003, .1)) = 0.01 _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 // shader_feature is very similar to multi_compile. Use multi_compile for keywords that are set from code. #pragma shader_feature _LOD_LOD_0 _LOD_LOD_1 _LOD_LOD_2 #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 #pragma shader_feature _LOD_LOD_0 _LOD_LOD_1 _LOD_LOD_2 #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 } } }