Shader "AwesomeTechnologies/Billboards/RenderDiffuseAtlasPolygonTree" { Properties { _MainTexture ("Albedo (RGB)", 2D) = "white" {} _Cutoff("Cutoff" , Range(0,1)) = 0.5 _Color ("ColorTint", Color) = (1,1,1,1) _ShowAlpha ("display name", Int) = 0 } SubShader { Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTexture; float4 _Color; float _Cutoff; int _ShowAlpha; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float3 n : TEXCOORD1; float4 color : COLOR0; }; v2f vert(appdata_full v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.n = mul(UNITY_MATRIX_V,float4(v.normal.xyz,0)).xyz; o.color = v.color; return o; } half4 frag(v2f i) : COLOR { half4 c = tex2D (_MainTexture, i.uv); clip(c.a-_Cutoff); c.rgb *= _Color.rgb; c.rgb = clamp(c.rgb, 0, 1); c.a = 1; if (_ShowAlpha > 0) { c.rgb = float3(1,0,0); } return c; } ENDCG } } Fallback "VertexLit" }