I’ve been running around in circles with this and don’t seem to be getting anywhere, Also athough I’ve made the texture a cutout, it still renders as an alpha and seems to blankly ignore my changes. It’s definitely reading the shader as when i comment things out it has an effect. Could someone take a look?
Shader "Hidden/TerrainEngine/BillboardTree" {
Properties {
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_Cutoff ("Cutoff", float) = 0.5
}
SubShader {
Pass {
ColorMask rgb
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off Cull Off
CGPROGRAM
#pragma vertex vert
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
#pragma fragment frag
struct v2f {
float4 pos : POSITION;
fixed4 color : COLOR0;
float2 uv : TEXCOORD0;
};
v2f vert (appdata_tree_billboard v) {
v2f o;
TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv.x = v.texcoord.x;
o.uv.y = v.texcoord.y > 0;
o.color = v.color;
return o;
}
sampler2D _MainTex;
fixed _Cutoff;
fixed4 frag(v2f input) : COLOR
{
fixed4 col = tex2D( _MainTex, input.uv);
col.rgb *= input.color.rgb;
clip(col.a);
return col;
}
ENDCG
}
}
Fallback Off
}