// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) // Unlit alpha-cutout shader. // - no lighting // - no lightmap support // - no per-material color Shader "MyShader/Unlit/TransparentCutoutSpecial" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _AlphaMainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"} LOD 100 Lighting Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _AlphaMainTex; float4 _AlphaMainTex_ST; fixed _Cutoff; fixed4 _Color; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _AlphaMainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_AlphaMainTex, i.texcoord) * _Color; clip(col.a - _Cutoff); UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }