Hey there,
@SiliconDroid had helped me out by posting code of an unlit tinted shader. It works great, but the problem is that I need to add transparent cutout to it. I’m not entirely sure how to go about doing this.
I’m basically looking to just add color tint to Unity’s built in Unlit/TransparentCutout shader.
When I download the built in shaders from Unitys archive page and am comparing the two…
Built-in transparent cutout shader:
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Unlit alpha-cutout shader.
// - no lighting
// - no lightmap support
// - no per-material color
Shader "Unlit/TransCutout_wTint" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
LOD 100
Lighting Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
clip(col.a - _Cutoff);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
And then SiliconDroids shader that adds color tint:
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ____ ___ _ ___ ____ ___ _ _ ____ ____ ___ ___ ____
// / ___|_ _| | |_ _/ ___/ _ \| \ | | | _ \| _ \ / _ \_ _| _ \
// \___ \| || | | | | | | | | \| | | | | | |_) | | | | || | | |
// ___) | || |___ | | |__| |_| | |\ | | |_| | _ <| |_| | || |_| |
// |____/___|_____|___\____\___/|_| \_| |____/|_| \_\\___/___|____/
//
// MOBILE: FAST TEXTURE SHADER WITH COLOR TINT
//
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Shader "Unlit/TintedTex"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGBA)", 2D) = "white" {}
}
SubShader
{
Lighting Off
Color[_Color]
Pass
{
SetTexture[_MainTex] {Combine texture * primary}
}
}
Fallback "Mobile/Unlit"
}
I’m not really sure how I would add the transparent cutout into SiliconDroids shader…