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) _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, encoded as dLDR Pass { Tags { "LightMode" = "VertexLM" } Alphatest Greater [_Cutoff] AlphaToMask True ColorMask RGB BindChannels { Bind "Vertex", vertex Bind "normal", normal Bind "texcoord1", texcoord0 // lightmap uses 2nd uv Bind "texcoord", texcoord1 // main uses 1st uv } SetTexture [unity_Lightmap] { matrix [unity_LightmapMatrix] constantColor [_Color] combine texture * constant } SetTexture [_MainTex] { combine texture * previous DOUBLE, texture * primary } } // Lightmapped, encoded as RGBM Pass { Tags { "LightMode" = "VertexLMRGBM" } Alphatest Greater [_Cutoff] AlphaToMask True ColorMask RGB BindChannels { Bind "Vertex", vertex Bind "normal", normal Bind "texcoord1", texcoord0 // lightmap uses 2nd uv Bind "texcoord1", texcoord1 // unused Bind "texcoord", texcoord2 // main uses 1st uv } SetTexture [unity_Lightmap] { matrix [unity_LightmapMatrix] combine texture * texture alpha DOUBLE } SetTexture [unity_Lightmap] { constantColor [_Color] combine previous * constant } SetTexture [_MainTex] { combine texture * previous QUAD, texture * primary } } // 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 #include "UnityCG.cginc" struct v2f { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; }; uniform float4 _MainTex_ST; v2f vert( appdata_base v ) { v2f 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 } } }