Shader "SanAndreasUnity/NoBackCull" { Properties { _MainTex ("Albedo (RGB)", 2D) = "white" {} _MaskTex ("Mask (A)", 2D) = "white" {} _NoiseTex ("Noise (A)", 2D) = "white" {} _Color ("Color", Color) = (1, 1, 1, 1) _Fade ("Fade", Range(-1.0, 1.0)) = 1 _AlphaCutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } LOD 200 Cull Off CGPROGRAM #pragma vertex vert #pragma surface surf Standard addshadow alphatest:_AlphaCutoff #pragma target 3.0 #define FADE #include "Shared.cginc" ENDCG } FallBack "Diffuse" }