Shader "Sun_Temple/Decal" { Properties { _Color ("Color Tint (RGB), Fade (A)", Color) = (0.5, 0.5, 0.5, 0) _MainTex ("Albedo (RGB), Alpha (A)", 2D) = "white" {} _Cutoff("Alpha Cutoff", range(0, 1)) = 0.7 [NoScaleOffset] _DetailAlbedo ("DETAIL_Albedo", 2D) = "grey" {} _DetailTiling("DETAIL_Tiling", float) = 2 } SubShader { Tags {"Queue" = "AlphaTest" "RenderType" = "TransparentCutout" "ForceNoShadowCasting" = "True"} LOD 400 Cull Back Offset -1, -1 CGPROGRAM #pragma surface surf Lambert fullforwardshadows nolightmap #pragma target 3.0 sampler2D _MainTex, _DetailAlbedo; half4 _Color; half _Cutoff, _DetailTiling ; struct Input { half2 uv_MainTex; half2 uv_Dissolve; }; void surf (Input IN, inout SurfaceOutput o) { half4 albedo = tex2D (_MainTex, IN.uv_MainTex); half detailAlbedo = tex2D(_DetailAlbedo, IN.uv_MainTex * _DetailTiling).r * unity_ColorSpaceDouble.rgb; albedo.rgb = albedo.rgb * _Color.rgb * LerpWhiteTo(detailAlbedo, 1); half alphaMask = albedo.a * detailAlbedo * _Color.a; clip(alphaMask - _Cutoff); o.Albedo = lerp(_Color.rgb, albedo.rgb, alphaMask); o.Alpha = alphaMask; } ENDCG } Fallback "Bumped Specular" }