Alright… I give up and I preface this with saying I know next to nothing about writing shaders. The following is a frankenstein conglomerate of some examples I found people post. I need a shader for my 2.5D game for sprites that casts and receives shadows, has ZWrite On, is affected by lighting, and allows transparency
Right now, it seems to do all but allow transparency.
Any help is appreciated!
Shader "Sprites/Bumped Diffuse with Shadows"
{
Properties
{
[PerRendererData] _MainTex ("Color (RGB) Alpha (A)", 2D) = "white"{}
//_BumpMap ("Normalmap", 2D) = "bump" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_Cutoff ("Alpha Cutoff", Range (0,1)) = 0.5
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
LOD 300
Cull Off
Lighting On
ZWrite On
Fog { Mode Off }
CGPROGRAM
#pragma surface surf Lambert alpha vertex:vert addshadow alphatest:_Cutoff
#pragma multi_compile DUMMY PIXELSNAP_ON
sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
fixed4 color;
};
void vert (inout appdata_full v, out Input o)
{
#if defined(PIXELSNAP_ON) && !defined(SHADER_API_FLASH)
v.vertex = UnityPixelSnap (v.vertex);
#endif
v.normal = float3(0,0,-1);
v.tangent = float4(1, 0, 0, 1);
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = _Color;
}
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
Fallback "Transparent/Cutout/Diffuse"
}