Shader "Custom/CharactorShaderCullOff" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _AlphaTex ("Base (RGB)", 2D) = "white" {} _RandomTex ("Base (RGB)", 2D) = "white" {} _RimColor ("Rim Color", Color) = (1, 0, 0, 1) _Color("_Color", Color) = (0.5,0.5,0.5,1) _Rampage("_Rampage", Float) = 0 _Frezz("_Frezz", Range(0, 1)) = 0 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} Pass { cull off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM // Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members pos1) // #pragma exclude_renderers d3d11 xbox360 #pragma target 2.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord : TEXCOORD0; }; struct v2f { half4 pos : SV_POSITION; half2 uv : TEXCOORD0; fixed3 color : COLOR; }; uniform fixed4 _RimColor; uniform fixed _Rampage; uniform fixed _Frezz; v2f vert(appdata_base v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); if (_Rampage == 1) { fixed3 viewDir = normalize(ObjSpaceViewDir(v.vertex)); fixed dotProduct = 1 - dot(v.normal, viewDir); o.color = smoothstep(0, 1, dotProduct); o.color *= _RimColor; } float3 normal = mul(SCALED_NORMAL, (float3x3)unity_WorldToObject); fixed dotProduct = dot(normal, fixed3(0, 1, 0)) / 2; if (dotProduct <= 0) { dotProduct = 0; } o.color += dotProduct.xxx; o.uv = v.texcoord.xy; return o; } uniform sampler2D _MainTex; uniform sampler2D _AlphaTex; uniform sampler2D _RandomTex; uniform fixed4 _Color; fixed4 frag(v2f i) : COLOR { fixed4 texcol = tex2D(_MainTex, i.uv); fixed4 alpha = tex2D(_AlphaTex, i.uv); float ClipTex = tex2D(_RandomTex, i.uv).r; float ClipAmount = (_Frezz - ClipTex) / 2 + 0.5; if (ClipAmount < 0) { ClipAmount = 0; } if (ClipAmount > 1) { ClipAmount = 1; } if (_Rampage == 1) { texcol.rgb += i.color; } texcol = texcol * ClipAmount + alpha * (1 - ClipAmount); texcol.a = alpha.a; clip(texcol.a - 0.5); texcol *= _Color; return texcol; } ENDCG } } FallBack "Legacy Shaders/Transparent/Cutout/VertexLit" }