Hello i have custom shader that i have downloaded and used for about half a year, i modified it a little bit just to add emission and other stuff but i cant seem to figure out a way to add Fade rendering mode just like in standart Shader. I need it for my special half transparent object/material and i have to use this shader.
My shader :
Shader “Curved/CurvedSurfaceFade” {
Properties {
_Color (“Color”, Color) = (1,1,1,1)
_MainTex (“Albedo (RGB)”, 2D) = “white” {}
_Emission(“Emission”, float) = 0
[HDR] _EmissionColor(“Color”, Color) = (0,0,0)
_Glossiness (“Smoothness”, Range(0,1)) = 0.5
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert addshadow
//#pragma surface surf Lambert vertex:vert addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
#include "UnityCG.cginc"
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
fixed4 _Color;
fixed4 _EmissionColor;
half _Glossiness;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
#include "CurvedSurfaceCore.cginc"
void surf (Input IN, inout SurfaceOutputStandard o)
//void surf (Input IN, inout SurfaceOutput o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Emission = c.rgb * tex2D(_MainTex, IN.uv_MainTex).a * _EmissionColor;
o.Smoothness = _Glossiness;
}
ENDCG
}
FallBack "Diffuse"
}
Example of the shader im using for better understanding if needed.