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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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