// Unlit alpha-cutout shader. // - no lighting // - no lightmap support // - no per-material color Shader "Unlit/Transparent Cutout" { Properties { _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 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; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) }; sampler2D _MainTex; float4 _MainTex_ST; fixed _Cutoff; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord); clip(col.a - _Cutoff); UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }