I have this shader
Shader "Custom/HoleShader" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque+10" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
It produces the desired effect in unity but doesn’t work on iOS. I am trying to get the Texture to draw in front of the terrain with no Z fighting
Thanks
Brandon