// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Legacy Shaders/Transparent/Cutout/VertexLit" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Spec Color", Color) = (1,1,1,0) _Emission ("Emissive Color", Color) = (0,0,0,0) [PowerSlider(5.0)] _Shininess ("Shininess", Range (0.1, 1)) = 0.7 _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"} LOD 100 // Non-lightmapped Pass { Tags { "LightMode" = "Vertex" } Alphatest Greater [_Cutoff] AlphaToMask True ColorMask RGB Material { Diffuse [_Color] Ambient [_Color] Shininess [_Shininess] Specular [_SpecColor] Emission [_Emission] } Lighting On SeparateSpecular On SetTexture [_MainTex] { Combine texture * primary DOUBLE, texture * primary } } // Lightmapped Pass { Tags{ "LIGHTMODE" = "VertexLM" "QUEUE" = "AlphaTest" "IGNOREPROJECTOR" = "true" "RenderType" = "TransparentCutout" } AlphaToMask On ColorMask RGB CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #pragma multi_compile_fog #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) float4 unity_Lightmap_ST; float4 _MainTex_ST; struct appdata { float3 pos : POSITION; half4 color : COLOR; float3 uv1 : TEXCOORD1; float3 uv0 : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { fixed4 color : COLOR0; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; #if USING_FOG fixed fog : TEXCOORD3; #endif float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata IN) { v2f o; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); half4 color = IN.color; float3 eyePos = UnityObjectToViewPos(IN.pos); half3 viewDir = 0.0; o.color = saturate(color); o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.uv1 = IN.uv1.xy * unity_Lightmap_ST.xy + unity_Lightmap_ST.zw; o.uv2 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw; #if USING_FOG float fogCoord = length(eyePos.xyz); UNITY_CALC_FOG_FACTOR_RAW(fogCoord); o.fog = saturate(unityFogFactor); #endif o.pos = UnityObjectToClipPos(IN.pos); return o; } sampler2D _MainTex; fixed4 _Color; fixed _Cutoff; fixed4 frag(v2f IN) : SV_Target { half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.uv0.xy); half4 bakedColor = half4(DecodeLightmap(bakedColorTex), 1.0); fixed4 col = bakedColor * _Color; fixed4 tex = tex2D(_MainTex, IN.uv2.xy); col.rgb = tex.rgb * col.rgb; col.a = tex.a * IN.color.a; clip(col.a - _Cutoff); #if USING_FOG col.rgb = lerp(unity_FogColor.rgb, col.rgb, IN.fog); #endif return col; } ENDCG } // Pass to render object as a shadow caster Pass { Name "Caster" Tags { "LightMode" = "ShadowCaster" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_shadowcaster #pragma multi_compile_instancing // allow instanced shadow pass for most of the shaders #include "UnityCG.cginc" struct v2f { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; uniform float4 _MainTex_ST; v2f vert( appdata_base v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } uniform sampler2D _MainTex; uniform fixed _Cutoff; uniform fixed4 _Color; float4 frag( v2f i ) : SV_Target { fixed4 texcol = tex2D( _MainTex, i.uv ); clip( texcol.a*_Color.a - _Cutoff ); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } }