Shader "Custom/CurvedSurfaceStandardCutout" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo", 2D) = "white" {} _AlphaCutoff("Alpha Cutoff", Range(0,1)) = 0.5 _EmissionMap("Emission Map", 2D) = "white" {} [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType" = "Cutout" "Queue" = "Geometry" }//"DisableBatching" = "true" LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows vertex:vert addshadow // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D MainTex; sampler2D _BumpMap; sampler2D _OcclusionMap; sampler2D _SmoothnessMap; sampler2D _EmissionMap; fixed4 _EmissionColor; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv_SmoothnessMap; float2 uv_OcclusionMap; float2 texcoord; }; #include "CurvedCode.cginc" sampler2D _MainTex; half _Glossiness; half _Metallic; fixed4 _Color; half _AlphaCutoff; // 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) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); o.Occlusion = tex2D(_OcclusionMap, IN.uv_OcclusionMap).rgb; o.Emission = c.rgb * tex2D(_MainTex, IN.uv_MainTex).a * _EmissionColor; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = tex2D(_SmoothnessMap, IN.uv_SmoothnessMap).rgb * _Glossiness; o.Alpha = c.a; clip(o.Alpha - _AlphaCutoff); } ENDCG } FallBack "Diffuse" }