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- Shader "Custom/Opacue"
- {
- Properties
- {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _Threshold("Cutout threshold", Range(0,1)) = 0.1
- _Softness("Cutout softness", Range(0,0.5)) = 0.0
- }
- SubShader
- {
- Tags { "RenderType"="Transparent" "Queue" = "Transparent" }
- LOD 100
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float _Threshold;
- float _Softness;
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- // sample the texture
- fixed4 col = tex2D(_MainTex, i.uv);
- col.a = smoothstep(_Threshold, _Threshold + _Softness,
- 0.333 * (col.r + col.g + col.b));
- return col;
- }
- ENDCG
- }
- }
- }
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