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Copy pathCheckboardAlpha.shader
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CheckboardAlpha.shader
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Shader "LX/CheckboardAlpha"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Scale ("Scale", int) = 2
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
LOD 200
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _Scale;
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
half2 newUV = IN.uv_MainTex * _Scale;
int show1 = step(0.5f, frac(newUV.x)) * step(frac(newUV.y), 0.5f);
int show2 = step(frac(newUV.x),0.5f) * step(0.5f,frac(newUV.y));
clip((show1 || show2)-0.5);
}
ENDCG
}
FallBack "Diffuse"
}