Created
March 14, 2017 09:09
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Custom transmission texture in Unity
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Shader "Transparent/Transmission" | |
{ | |
Properties | |
{ | |
_Color ("Main Color", Color) = (1,1,1,1) | |
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} | |
_TransparencyLM("Transmission", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } | |
CGPROGRAM | |
#pragma surface surf Lambert alpha | |
sampler2D _MainTex; | |
fixed4 _Color; | |
struct Input | |
{ | |
float2 uv_MainTex; | |
}; | |
void surf (Input IN, inout SurfaceOutput o) | |
{ | |
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; | |
o.Albedo = c.rgb; | |
o.Alpha = c.a; | |
} | |
ENDCG | |
} | |
Fallback "Transparent/VertexLit" | |
} |
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