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@fand
Created May 9, 2019 08:38
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Transparent Standard Surface Shader with Depth
Shader "Custom/SurfaceShadowCaster"
{
Properties
{
_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
_Cutout ("Cutout", Range(0, 1)) = 0.5
}
SubShader
{
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Cutout;
v2f vert(appdata v)
{
v2f o;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag( v2f i ) : COLOR
{
fixed4 texcol = tex2D( _MainTex, i.uv );
if (texcol.a < _Cutout)
{
discard;
}
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 200
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows alpha:fade
// 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
}
FallBack "Diffuse"
}
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