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@thefranke
Created March 14, 2017 09:09
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Custom transmission texture in Unity
Shader "Transparent/Transmission"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_TransparencyLM("Transmission", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
CGPROGRAM
#pragma surface surf Lambert alpha
sampler2D _MainTex;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Transparent/VertexLit"
}
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