Shader "Custom/18-1-2Pass Alpha"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Alpha("Alpha", Range(0, 1)) = 0
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent"}
// 1st
zwrite on
ColorMask 0
cull off
CGPROGRAM
#pragma surface surf nolight noambient noforwardadd nolightmap novertexlights noshadow
struct Input
{
float4 color:COLOR;
};
void surf(Input IN, inout SurfaceOutput o)
{
}
float4 Lightingnolight(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
{
return float4(0, 0, 0, 0);
}
ENDCG
// 2nt
zwrite off
CGPROGRAM
#pragma surface surf Lambert alpha:fade
sampler2D _MainTex;
float _Alpha;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = _Alpha;
}
ENDCG
}
FallBack "Diffuse"
}
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