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Author: Nicholas Francis


This shader will renders two passes, One doing Cut off, and a second where it renders semitransparent details.


Place this shader somewhere in your Assets folder hierarchy. Then, use it on any object where you want Culling off and alpha textures.

ShaderLab - VegetationTwoPass.shader

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 Shader "Nature/Vegetation Two Pass" {
         Properties {
                 _Color ("Main Color", Color) = (.5, .5, .5, .5)
                 _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
                 _Cutoff ("Base Alpha cutoff", Range (0,.9)) = .5
         SubShader {
                 // Set up basic lighting
                 Material {
                         Diffuse [_Color]
                         Ambient [_Color]
                 Lighting On
                 // Render both front and back facing polygons.
                 Cull Off
                 // first pass:
                 //   render any pixels that are more than [_Cutoff] opaque
                 Pass {  
                         AlphaTest Greater [_Cutoff]
                         SetTexture [_MainTex] {
                                 combine texture * primary, texture
                 // Second pass:
                 //   render in the semitransparent details.
                 Pass {
                         // Dont write to the depth buffer
                         ZWrite off
                         // Only render pixels less or equal to the value
                         AlphaTest LEqual [_Cutoff]
                         // Set up alpha blending
                         Blend SrcAlpha OneMinusSrcAlpha
                         SetTexture [_MainTex] {
                                 combine texture * primary, texture
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