Shader "Custom/DiscardTest" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_DiscardPoint("_DiscardPoint" ,Range(0,1)) = 0.5
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed _DiscardPoint;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
clip(max(max(c.r,c.g),c.b)-_DiscardPoint);//я ненастоящий сварщик и наверно можно проще
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}