Shader "Mixall/TwoSided" { Properties { _Albedo ("Albedo", Color) = (1,1,1,1) _Alpha ("Alpha", Range(0,1)) = 0.5 _MainTex ("Albedo (RGB)", 2D) = "white" {} _BumpMap("Bumpmap", 2D) = "bump" {} _Smoothness("Smoothness", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType" = "TransparentCutOut" "Queue" = "AlphaTest" "IgnoreProjector" = "True" } Cull off LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard alphatest:_Alpha #pragma surface surf Lambert sampler2D _MainTex; sampler2D _BumpMap; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; float4 _Albedo; half _Smoothness; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf(Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Albedo; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Smoothness = _Smoothness; o.Alpha = c.a; } ENDCG Pass { Tags { "LightMode" = "ShadowCaster" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #pragma multi_compile_instancing // allow instanced shadow pass for most of the shaders #include "UnityCG.cginc" // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 struct v2f { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; uniform float4 _MainTex_ST; v2f vert(appdata_base v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } uniform sampler2D _MainTex; uniform fixed _Alpha; uniform fixed4 _Albedo; float4 frag(v2f i) : SV_Target { fixed4 texcol = tex2D(_MainTex, i.uv); clip(texcol.a* _Albedo.a - _Alpha); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } //FallBack "Transparent/Cutout/VertexLit" }