Shader "LT/Surface/Plant" {
Properties {
_EmissiveColor ("EmissiveColor", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MySliderValue ("Slider Value", Range(0,10)) = 2.5
_TransVal("Transparency Value", Range(0,1)) = 0.5
}
SubShader {
Tags {
"RenderType"="TransparentCutout" "Queue"="AlphaTest"
}
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf BasicDiffuse alphatest:_TransVal addshadow fullforwardshadows // alpha:fade
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
float4 _EmissiveColor;
float4 _AmbientColor;
float _MySliderValue;
Properties {
_EmissiveColor ("EmissiveColor", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MySliderValue ("Slider Value", Range(0,10)) = 2.5
_TransVal("Transparency Value", Range(0,1)) = 0.5
}
SubShader {
Tags {
"RenderType"="TransparentCutout" "Queue"="AlphaTest"
}
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf BasicDiffuse alphatest:_TransVal addshadow fullforwardshadows // alpha:fade
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
float4 _EmissiveColor;
float4 _AmbientColor;
float _MySliderValue;