TextureAlphaTest.shader 1.1 KB

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  1. Shader "YXJ/Unlit/TextureAlphaTest"
  2. {
  3. Properties
  4. {
  5. _MainTex("Base (RGB)", 2D) = "white" {}
  6. }
  7. SubShader
  8. {
  9. Tags{ "Queue" = "AlphaTest" "RenderType" = "TransparentCutout" }
  10. LOD 100
  11. Pass
  12. {
  13. CGPROGRAM
  14. #pragma vertex vert
  15. #pragma fragment frag
  16. #pragma target 2.0
  17. #pragma multi_compile_fog
  18. #include "UnityCG.cginc"
  19. struct appdata_t
  20. {
  21. float4 vertex : POSITION;
  22. float2 texcoord : TEXCOORD0;
  23. UNITY_VERTEX_INPUT_INSTANCE_ID
  24. };
  25. struct v2f
  26. {
  27. float4 vertex : SV_POSITION;
  28. float2 texcoord : TEXCOORD0;
  29. UNITY_FOG_COORDS(1)
  30. UNITY_VERTEX_OUTPUT_STEREO
  31. };
  32. sampler2D _MainTex;
  33. float4 _MainTex_ST;
  34. v2f vert(appdata_t v)
  35. {
  36. v2f o;
  37. UNITY_SETUP_INSTANCE_ID(v);
  38. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  39. o.vertex = UnityObjectToClipPos(v.vertex);
  40. o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
  41. UNITY_TRANSFER_FOG(o,o.vertex);
  42. return o;
  43. }
  44. fixed4 frag(v2f i) : SV_Target
  45. {
  46. fixed4 col = tex2D(_MainTex, i.texcoord);
  47. clip(col.a - 0.5f);
  48. UNITY_APPLY_FOG(i.fogCoord, col);
  49. UNITY_OPAQUE_ALPHA(col.a);
  50. return col;
  51. }
  52. ENDCG
  53. }
  54. }
  55. }