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1.9 KiB

1 maand geleden
  1. // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
  2. // Unlit alpha-cutout shader.
  3. // - no lighting
  4. // - no lightmap support
  5. // - no per-material color
  6. Shader "MyShader/Unlit/TransparentCutoutSpecial" {
  7. Properties {
  8. _Color ("Main Color", Color) = (1,1,1,1)
  9. _AlphaMainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
  10. _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  11. }
  12. SubShader {
  13. Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
  14. LOD 100
  15. Lighting Off
  16. Pass {
  17. CGPROGRAM
  18. #pragma vertex vert
  19. #pragma fragment frag
  20. #pragma target 2.0
  21. #pragma multi_compile_fog
  22. #include "UnityCG.cginc"
  23. struct appdata_t {
  24. float4 vertex : POSITION;
  25. float2 texcoord : TEXCOORD0;
  26. UNITY_VERTEX_INPUT_INSTANCE_ID
  27. };
  28. struct v2f {
  29. float4 vertex : SV_POSITION;
  30. float2 texcoord : TEXCOORD0;
  31. UNITY_FOG_COORDS(1)
  32. UNITY_VERTEX_OUTPUT_STEREO
  33. };
  34. sampler2D _AlphaMainTex;
  35. float4 _AlphaMainTex_ST;
  36. fixed _Cutoff;
  37. fixed4 _Color;
  38. v2f vert (appdata_t v)
  39. {
  40. v2f o;
  41. UNITY_SETUP_INSTANCE_ID(v);
  42. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  43. o.vertex = UnityObjectToClipPos(v.vertex);
  44. o.texcoord = TRANSFORM_TEX(v.texcoord, _AlphaMainTex);
  45. UNITY_TRANSFER_FOG(o,o.vertex);
  46. return o;
  47. }
  48. fixed4 frag (v2f i) : SV_Target
  49. {
  50. fixed4 col = tex2D(_AlphaMainTex, i.texcoord) * _Color;
  51. clip(col.a - _Cutoff);
  52. UNITY_APPLY_FOG(i.fogCoord, col);
  53. return col;
  54. }
  55. ENDCG
  56. }
  57. }
  58. }