unity landscape make alternative

Shader "Unlit/360AlphaTest"
{
Properties{
_MainTex("Base (RGB)", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0, 1)) = 0.5
}

SubShader{
Tags {"Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout"}
Cull front
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"

struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};

struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};

sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;

v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
// ADDED BY BERNIE:
v.texcoord.x = 1 - v.texcoord.x;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.texcoord = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return o;
}

fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
clip(col.a - _Cutoff);
return col;
}
ENDCG
}
}
}

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Origin www.cnblogs.com/hyhy904/p/11488484.html