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@Wolfos
Last active June 7, 2017 15:20
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Shader "Unlit/NewUnlitShader"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1, 1, 1, 1)
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
_AlphaCutoff("Alpha Cutoff", Range(0.01, 1.0)) = 0.1
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "TransparentCutout"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
Stencil
{
Ref 1
Comp Greater
Pass Replace
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
fixed _AlphaCutoff;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
c.rgb *= c.a;
// here we discard pixels below our _AlphaCutoff so the stencil buffer only gets written to
// where there are actual pixels returned. If the occluders are all tight meshes (such as solid rectangles)
// this is not necessary and a non-transparent shader would be a better fit.
clip(c.a - _AlphaCutoff);
return c;
}
ENDCG
}
}
}
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