// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Custom/Standard Two Sided Soft Blend" { Properties{ _Color("Color", Color) = (1,1,1,1) [NoScaleOffset] _MainTex("Albedo (RGB)", 2D) = "white" {} [Toggle] _UseMetallicMap("Use Metallic Map", Float) = 0.0 [NoScaleOffset] _MetallicGlossMap("Metallic", 2D) = "black" {} [Gamma] _Metallic("Metallic", Range(0,1)) = 0.0 _Glossiness("Smoothness", Range(0,1)) = 0.5 _BumpScale("Scale", Float) = 1.0 [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {} _Cutoff("Alpha Cutoff", Range(0.01,1)) = 0.5 } SubShader{ Tags{ "Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" } Blend SrcAlpha OneMinusSrcAlpha LOD 200 ZWrite Off Cull Off Pass{ ColorMask 0 ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; }; sampler2D _MainTex; fixed _Cutoff; v2f vert(appdata_img v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = v.texcoord; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord); clip(col.a - _Cutoff); return 0; } ENDCG } Pass { Tags{ "LightMode" = "ShadowCaster" } ZWrite On Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #include "UnityCG.cginc" struct v2f { V2F_SHADOW_CASTER; float2 texcoord : TEXCOORD1; }; v2f vert(appdata_base v) { v2f o; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) o.texcoord = v.texcoord; return o; } sampler2D _MainTex; fixed _Cutoff; float4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord); clip(col.a - _Cutoff); SHADOW_CASTER_FRAGMENT(i) } ENDCG } CGPROGRAM #pragma surface surf Standard fullforwardshadows alpha:fade nolightmap #pragma shader_feature _USEMETALLICMAP_ON #pragma target 3.0 sampler2D _MainTex; sampler2D _MetallicGlossMap; sampler2D _BumpMap; struct Input { float2 uv_MainTex; fixed facing : VFACE; }; half _Glossiness; half _Metallic; fixed4 _Color; half _BumpScale; fixed _Cutoff; 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; #ifdef _USEMETALLICMAP_ON fixed4 mg = tex2D(_MetallicGlossMap, IN.uv_MainTex); o.Metallic = mg.r; o.Smoothness = mg.a; #else o.Metallic = _Metallic; o.Smoothness = _Glossiness; #endif // Rescales the alpha on the blended pass o.Alpha = saturate(c.a / _Cutoff); o.Normal = UnpackScaleNormal(tex2D(_BumpMap, IN.uv_MainTex), _BumpScale); if (IN.facing < 0.5) o.Normal *= -1.0; } ENDCG } FallBack "Diffuse" }