Shader "Sine Wave/Hair/Modern Hair V6 Part A" { Properties{ _Color("Main Color", Color) = (1,1,1,1) _MainTex("Diffuse (RGB) Alpha (A)", 2D) = "gray" {} _Cutoff("Alpha Cut-Off Threshold", Range(0,1)) = 0.5 _Glossiness("Smoothness", Range(0,1)) = 0.5 _Metallic("Metallic", Range(0,1)) = 0.0 } SubShader{ Tags { "RenderType" = "Transparent" "Queue" = "Transparent+1"} Cull Off ZWrite Off CGPROGRAM #pragma surface surf Standard alpha:fade #pragma target 3.0 struct Input { float2 uv_MainTex; float facing : VFACE; }; sampler2D _MainTex; float _Cutoff; fixed4 _Color; half _Glossiness; half _Metallic; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; clip(-(c.a - _Cutoff)); o.Albedo = c.rgb;// *float3(1, 0, 0); //o.Emission = float3(1, 0, 0); o.Metallic = _Metallic * (IN.facing); o.Smoothness = _Glossiness * (IN.facing); o.Alpha = c.a; o.Normal *= -1 * IN.facing; } ENDCG } FallBack "Transparent/Cutout/VertexLit" }