Hey here is a version off "Nature/Tree Soft Occlusion Leaves" with an addition to receive fog in differed rendering: Code (CSharp): Shader "Nature/Tree Soft Occlusion Leaves with fog" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Main Texture", 2D) = "white" { } _Cutoff ("Alpha cutoff", Range(0.25,0.9)) = 0.5 _BaseLight ("Base Light", Range(0, 1)) = 0.35 _AO ("Amb. Occlusion", Range(0, 10)) = 2.4 _Occlusion ("Dir Occlusion", Range(0, 20)) = 7.5 // These are here only to provide default values [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1) [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1) [HideInInspector] _SquashAmount ("Squash", Float) = 1 } SubShader { Tags { "Queue" = "AlphaTest" "IgnoreProjector"="True" "RenderType" = "TreeTransparentCutout" "DisableBatching"="True" } Cull Off ColorMask RGB Pass { Lighting On CGPROGRAM #pragma vertex leaves #pragma fragment frag #pragma multi_compile_fog #include "UnityBuiltin2xTreeLibrary.cginc" sampler2D _MainTex; fixed _Cutoff; fixed4 frag(v2f input) : SV_Target { fixed4 c = tex2D( _MainTex, input.uv.xy); c.rgb *= input.color.rgb; clip (c.a - _Cutoff); UNITY_APPLY_FOG(input.fogCoord, c); return c; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #include "UnityCG.cginc" #include "TerrainEngine.cginc" struct v2f { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; }; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; }; v2f vert( appdata v ) { v2f o; TerrainAnimateTree(v.vertex, v.color.w); TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) o.uv = v.texcoord; return o; } sampler2D _MainTex; fixed _Cutoff; float4 frag( v2f i ) : SV_Target { fixed4 texcol = tex2D( _MainTex, i.uv ); clip( texcol.a - _Cutoff ); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } // This subshader is never actually used, but is only kept so // that the tree mesh still assumes that normals are needed // at build time (due to Lighting On in the pass). The subshader // above does not actually use normals, so they are stripped out. // We want to keep normals for backwards compatibility with Unity 4.2 // and earlier. SubShader { Tags { "Queue" = "Transparent-99" "IgnoreProjector"="True" "RenderType" = "TransparentCutout" } Cull Off ColorMask RGB Pass { Tags { "LightMode" = "Vertex" } AlphaTest GEqual [_Cutoff] Lighting On Material { Diffuse [_Color] Ambient [_Color] } SetTexture [_MainTex] { combine primary * texture DOUBLE, texture } } } Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Leaves Rendertex" Fallback Off } and this the default "Nature/Tree Soft Occlusion Bark" : Code (CSharp): Shader "Nature/Tree Soft Occlusion Bark" { Properties { _Color ("Main Color", Color) = (1,1,1,0) _MainTex ("Main Texture", 2D) = "white" {} _BaseLight ("Base Light", Range(0, 1)) = 0.35 _AO ("Amb. Occlusion", Range(0, 10)) = 2.4 // These are here only to provide default values [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1) [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1) [HideInInspector] _SquashAmount ("Squash", Float) = 1 } SubShader { Tags { "IgnoreProjector"="True" "RenderType" = "TreeOpaque" "DisableBatching"="True" } Pass { Lighting On CGPROGRAM #pragma vertex bark #pragma fragment frag #pragma multi_compile_fog #include "UnityBuiltin2xTreeLibrary.cginc" sampler2D _MainTex; fixed4 frag(v2f input) : SV_Target { fixed4 col = input.color; col.rgb *= tex2D( _MainTex, input.uv.xy).rgb; UNITY_APPLY_FOG(input.fogCoord, col); UNITY_OPAQUE_ALPHA(col.a); return col; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #include "UnityCG.cginc" #include "TerrainEngine.cginc" struct v2f { V2F_SHADOW_CASTER; }; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; }; v2f vert( appdata v ) { v2f o; TerrainAnimateTree(v.vertex, v.color.w); TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } float4 frag( v2f i ) : SV_Target { SHADOW_CASTER_FRAGMENT(i) } ENDCG } } Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Bark Rendertex" Fallback Off } Does anyone know how to modify those to add the possibility to receive shadows ? Thanks!