/
Toon Transparent.shader
41 lines (37 loc) · 1.33 KB
/
Toon Transparent.shader
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Shader "Custom/Toon Transparent"
{
Properties
{
[Header(Main)]
_MainTex("Albedo (RGB)", 2D) = "white" {}
[Toggle(_USE_DYNAMIC_DARK_COLORS)] _UseDynamicDarkColors("Use Dynamic Dark Colors", Float) = 0
_Dark("Albedo Dark (RGB)", 2D) = "white" {}
[Header(Fixed Function)]
[Enum(UnityEngine.Rendering.CullMode)] _CullMode("Cull Mode", Int) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual"
_StencilRef("Stencil Ref", Int) = 0
//[Enum(Off, 0, On, 1)] _ZWrite("ZWrite", Float) = 1.0
[Header(Transparent hair)]
[Toggle(_USE_TRANSPARENT_HAIR)] _UseTransparentHair("Transparent Hair", Float) = 0
_HairMaxTransparency("Max Transparency", Range(0, 1)) = 0.5
_HairCameraStartCutoff("Camera start cutoff", Range(-1, 1)) = 0.0
_HairCameraEndCutoff("Camera end cutoff", Range(-1, 1)) = -0.05
_HairDistanceStartCutoff("Distance start", Range(0, 0.1)) = 0.025
_HairDistanceEndCutoff("Distance end", Range(0, 0.1)) = 0.03
}
SubShader
{
Tags { "RenderType" = "Opaque" "Queue"="Transparent" "ForceNoShadowCasting"="True" }
LOD 200
Offset -1, -1
Cull [_CullMode]
CGPROGRAM
#pragma surface surf Toon alpha:blend
#pragma shader_feature _USE_DYNAMIC_DARK_COLORS
#pragma target 4.0
#include "./ToonLighting.cginc"
#include "./ToonTransparentBase.cginc"
ENDCG
}
FallBack "Diffuse"
}