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2 Pass normal surface shader

Hyluss | PRO | 11/29/20 10:16:47 PM UTC | 0 ⭐ | 470 👁️ | Never ⏰ | []
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Shader "Custom/NewSurfaceShader"
{
    Properties
    {
         _MainTex2("Albedo (RGB) 2", 2D) = "white" {}
         _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
         _CutTex("Cutout (A)", 2D) = "white" {}
        _Cutoff("Alpha cutoff", Range(0,1)) = 0.5
    }
    SubShader
    {
             // first pass 
         Tags { "RenderType"="Opaque" }
        LOD 200
         CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard fullforwardshadows
         // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0
         sampler2D _MainTex;
         struct Input
        {
            float2 uv_MainTex;
        };
         half _Glossiness;
        half _Metallic;
        fixed4 _Color;
         // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
        // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
        // #pragma instancing_options assumeuniformscaling
        UNITY_INSTANCING_BUFFER_START(Props)
            // put more per-instance properties here
        UNITY_INSTANCING_BUFFER_END(Props)
         void surf (Input IN, inout SurfaceOutputStandard o)
        {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;
            // Metallic and smoothness come from slider variables
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
             // end first pass
              Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
            LOD 200
             CGPROGRAM
#pragma surface surf Lambert alpha
             sampler2D _MainTex2;
        sampler2D _CutTex;
        fixed4 _Color;
        float _Cutoff;
         struct Input {
            float2 uv_MainTex;
        };
         void surf(Input IN, inout SurfaceOutput o) {
              fixed4 c = tex2D(_MainTex2, IN.uv_MainTex) * _Color;
            float ca = tex2D(_CutTex, IN.uv_MainTex).a;
            o.Albedo = c.rgb;
             if (ca > _Cutoff)
                o.Alpha = c.a;
            else
                o.Alpha = 0;
        }
        ENDCG
       }
    FallBack "Diffuse"
}
 

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    01/01/70 12:00:00 AM UTC
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