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" }