Properties
{
_Color("Color",Color)=(1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_Cutoff("Alpha Cutoff",Range(0,1))=0.5
}
SubShader
{
Tags{"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCoutout"}
Pass
{
Tags{"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "UnityCG.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
fixed3 worldNormal :TEXCOORD1;
fixed3 worldPos :TEXCOORD2;
};
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord ,_MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = UnityObjectToWorldDir(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 texColor = tex2D(_MainTex,i.uv);
clip(texColor.a - _Cutoff);
// if((texColor.a - _Cutoff)<0.0){
// discard;
// }
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(worldNormal,worldLightDir));
return fixed4(ambient+diffuse,1.0);
}
ENDCG
}
}
Fallback "Transparent/Cutoff/VertexLit"