// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax. Shader "Mapbox/MapboxStylesPerRenderer" { Properties { [PerRendererData]_BaseColor ("BaseColor", Color) = (1,1,1,1) [PerRendererData]_DetailColor1 ("DetailColor1", Color) = (1,1,1,1) [PerRendererData]_DetailColor2 ("DetailColor2", Color) = (1,1,1,1) _BaseTex ("Base", 2D) = "white" {} _DetailTex1 ("Detail_1", 2D) = "white" {} _DetailTex2 ("Detail_2", 2D) = "white" {} _Emission ("Emission", Range(0.0, 1.0)) = 0.1 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 float4 _BaseColor; float4 _DetailColor1; float4 _DetailColor2; sampler2D _BaseTex; sampler2D _DetailTex1; sampler2D _DetailTex2; float _Emission; struct Input { float2 uv_BaseTex, uv_DetailTex1, uv_DetailTex2; }; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 baseTexture = tex2D (_BaseTex, IN.uv_BaseTex); fixed4 detailTexture1 = tex2D (_DetailTex1, IN.uv_DetailTex1); fixed4 detailTexture2 = tex2D (_DetailTex2, IN.uv_DetailTex2); fixed4 baseDetail1_Result = lerp(_BaseColor, _DetailColor1, detailTexture1.a); fixed4 detail1Detail2_Result = lerp(baseDetail1_Result, _DetailColor2, detailTexture2.a); fixed4 c = baseTexture *= detail1Detail2_Result; half3 e = c.rgb; o.Albedo = c.rgb; o.Emission = e * _Emission; o.Alpha = 1.0; } ENDCG } FallBack "Diffuse" }