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Yup, shader variants were the issue. I set it up to track the shader …
…variants used in the editor, and started removing some of the unnecessary variations
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Assets/PCSS/Demo/Demo Assets/Palm Trees/Shaders/NewSurfaceShader.shader
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Shader "Custom/NewSurfaceShader" { | ||
Properties { | ||
_Color ("Color", Color) = (1,1,1,1) | ||
_MainTex ("Albedo (RGB)", 2D) = "white" {} | ||
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | ||
_Metallic ("Metallic", Range(0,1)) = 0.0 | ||
} | ||
SubShader { | ||
Tags { "RenderType"="Opaque" } | ||
LOD 200 | ||
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CGPROGRAM | ||
// Physically based Standard lighting model, and enable shadows on all light types | ||
#pragma surface surf Standard fullforwardshadows | ||
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// Use shader model 3.0 target, to get nicer looking lighting | ||
#pragma target 3.0 | ||
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sampler2D _MainTex; | ||
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struct Input { | ||
float2 uv_MainTex; | ||
}; | ||
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half _Glossiness; | ||
half _Metallic; | ||
fixed4 _Color; | ||
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// 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) | ||
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void surf (Input IN, inout SurfaceOutputStandard o) { | ||
// Albedo comes from a texture tinted by color | ||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; | ||
o.Albedo = c.rgb; | ||
// Metallic and smoothness come from slider variables | ||
o.Metallic = _Metallic; | ||
o.Smoothness = _Glossiness; | ||
o.Alpha = c.a; | ||
} | ||
ENDCG | ||
} | ||
FallBack "Diffuse" | ||
} |
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Assets/PCSS/Demo/Demo Assets/Palm Trees/Shaders/NewSurfaceShader.shader.meta
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