Alpha cutout on Fakelighting vertex fragment shader

Hi,

for optimization purposes I found this custom fakelighting shader for our mobile project.
The thing is we need it to be cutout and all the solutions i found was for surface shaders.
Is it even possible to add cutout to its current form? I’ve read too that its maybe more efficient to make it transparent instead of cutout.

Shader "Custom/FakeLighting"
{
  Properties
  {
    _Color ("Color", Color) = (1,1,1,1)
    _Brightness ("Brightness", Range(0,1)) = 0.4
    _MainTex ("Albedo (RGB)", 2D) = "white" {}
  }

  SubShader
  {
    Tags { "RenderType" = "Opaque" }
    LOD 200
    Pass
    {

      CGPROGRAM

      // Define name of vertex shader
      #pragma vertex vert
      // Define name of fragment shader
      #pragma fragment frag

      // Include some common helper functions, such as UnityObjectToClipPos
      #include "UnityCG.cginc"

      float4 _Color;
      float _Brightness;

      // Color Diffuse Map
      sampler2D _MainTex;
      // Tiling/Offset for _MainTex, used by TRANSFORM_TEX in vertex shader
      float4 _MainTex_ST;

      // This is the vertex shader input: position, UV0, UV1, normal
      struct appdata
      {
        float4 vertex   : POSITION;
        float2 texcoord : TEXCOORD0;
        float3 normal: NORMAL;
      };

      // This is the data passed from the vertex to fragment shader
      struct v2f
      {
        float4 pos  : SV_POSITION;
        float2 txuv : TEXCOORD0;
        float3 normalDir : TEXCOORD2;
      };

      // This is the vertex shader
      v2f vert(appdata v)
      {
        v2f o;
        o.pos = UnityObjectToClipPos(v.vertex);
        o.txuv = TRANSFORM_TEX(v.texcoord.xy,_MainTex);

        // Calculating normal so it can be used for fake lighting
        // in the fragment shader
        float4x4 modelMatrixInverse = unity_WorldToObject;
        o.normalDir = normalize(mul(float4(v.normal, 0.0), modelMatrixInverse).xyz);

        return o;
      }

      // This is the fragment shader
      half4 frag(v2f i) : COLOR
      {
        // Reading color from diffuse texture
        half4 col = tex2D(_MainTex, i.txuv.xy);

        // Using hard-coded light direction for fake lighting
        half3 th = normalize(half3(0.25, 1, -0.25));
        // Using hard-coded light direction for fake specular
        // This matches the value inside the LightmappedPrefabWithSpec shader
        half3 sth = normalize(half3(0, 1, -0.25));

        // Fake lighting
        float lightVal = max(0, dot (i.normalDir, th));
        float lightScale = 0.75;
        lightVal = lightVal * lightScale;

        // Fake spec
        float spec = max(0, dot(i.normalDir, sth));
        float specScale = 0.65;
        float specAtt = 0.65;
        spec = specScale * pow (spec, 40.0 * specAtt);

        // Add in a general brightness (similar to ambient/gamma) and then
        // calculate the final color of the pixel
        col.rgb = min(half4(1,1,1,1), col.rgb * _Brightness +
                      col.rgb * lightVal * _Color + col.rgb * spec);
        return col;
      }

      ENDCG
    }
  }
  FallBack "Diffuse"
}

Insert this before return statement
clip(col.a-0.3);
And replace tags part with this
Tags{ “RenderType” = “TransparentCutout” “Queue” = “AlphaTest”}

1 Like

Thank you very much Mouurusai!
I’m amazed that was so simple.