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Latest commit 23c30c8 Jan 29, 2016 History
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Shader "Custom/SpriteShadow" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
[PerRendererData]_MainTex ("Sprite Texture", 2D) = "white" {}
_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags
{
"Queue"="Geometry"
"RenderType"="TransparentCutout"
}
LOD 200
Cull Off
CGPROGRAM
// Lambert lighting model, and enable shadows on all light types
#pragma surface surf Lambert addshadow fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Color;
fixed _Cutoff;
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;
clip(o.Alpha - _Cutoff);
}
ENDCG
}
FallBack "Diffuse"
}