Skip to content

Instantly share code, notes, and snippets.

@kiosion
Created December 25, 2023 21:06
Show Gist options
  • Save kiosion/55b5925e789bf7677b3a484d248512a9 to your computer and use it in GitHub Desktop.
Save kiosion/55b5925e789bf7677b3a484d248512a9 to your computer and use it in GitHub Desktop.
Simple 2-sided cutout surface shader for Unity with bumpmap support
Shader "Kio/DoubleSidedCutoutSurfaceShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap ("Normal Map", 2D) = "bump" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
}
SubShader
{
Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" }
LOD 200
Cull Back
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha:fade
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
float _Cutoff;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
clip(c.a - _Cutoff);
o.Albedo = c.rgb;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
Tags { "RenderType" = "TransparentCutout" "Queue"="AlphaTest" }
Cull Front
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha:fade
#pragma vertex vert
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
float _Cutoff;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
v.normal = -v.normal; // Flip normal for back face
}
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
clip(c.a - _Cutoff);
o.Albedo = c.rgb;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment