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@iendsl
Created October 4, 2017 06:14
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Shader Used in A Good Gardener
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/Cutout/ShadowNoLight" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_Cutoff ("Alpha Cutoff", Float) = 0.5
}
SubShader {
Tags {"Queue" = "Geometry" "RenderType" = "Transparent"}
Pass {
Tags {"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#pragma multi_compile_fwdadd_fullshadows
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
//#pragma target 3.0
#include "UnityCG.cginc"
#include "AutoLight.cginc"
uniform Float _Cutoff;
fixed4 _Color;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
LIGHTING_COORDS(1,2)
};
float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos( v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex).xy; //v.texcoord.xy;
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
sampler2D _MainTex;
fixed4 frag(v2f i) : COLOR
{
fixed atten = LIGHT_ATTENUATION(i); // Light attenuation + shadows.
//fixed atten = SHADOW_ATTENUATION(i); // Shadows ONLY.
float4 textureColor = tex2D(_MainTex, i.uv);
if(textureColor.a < _Cutoff)
{
discard;
}
textureColor *= _Color;
textureColor *= atten;
return textureColor;
}
ENDCG
}
}
FallBack "Transparent/Cutout/Diffuse"
}
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