Shader "Polybrush/Battle Royale Terrain Shader" {
	Properties {

	}
	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

		sampler2D _MainTex;

		struct Input {
			float4 vertexColor: COLOR; // vertex color
		};


		// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
		// #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) {
			// Albedo comes from a texture tinted by color
			o.Albedo = IN.vertexColor.rgb; // vertex color
			// Metallic and smoothness come from slider variables
		}
		ENDCG
	}
	FallBack "Diffuse"
}