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- Shader "Custom/MakeVisible" {
- Properties {
- _Color ("Color", Color) = (1,1,1,1)
- _TransparencyMult ("Transparency Mulitplier", Range(0,1)) = 1
- _MainTex ("Albedo (RGB)", 2D) = "white" {}
- _Glossiness ("Smoothness", Range(0,1)) = 0.5
- _Metallic ("Metallic", Range(0,1)) = 0.0
- }
- SubShader {
- Tags{
- "RenderType" = "Transparent"
- "Queue" = "Transparent"
- }
- LOD 200
- CGPROGRAM
- #pragma surface surf Standard fullforwardshadows alpha
- #pragma target 3.0
- sampler2D _MainTex;
- struct Input {
- float2 uv_MainTex;
- };
- half _Glossiness;
- half _Metallic;
- fixed4 _Color;
- half _TransparencyMult;
- UNITY_INSTANCING_CBUFFER_START(Props)
- UNITY_INSTANCING_CBUFFER_END
- void surf (Input IN, inout SurfaceOutputStandard o) {
- fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- o.Metallic = _Metallic;
- o.Smoothness = _Glossiness;
- //Multiply alpha by value between 0 and 1
- o.Alpha = c.a * _TransparencyMult;
- }
- ENDCG
- }
- }
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