Shader "Custom/1_displayImageOnSlide" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_CutoffX("CutoffX", Range(0.0,1.0)) = 1
_CutoffY("CutoffY", Range(0.0,1.0)) = 1
}
Category {
Cull off
Blend SrcAlpha OneMinusSrcAlpha
Lighting Off
Fog { Mode Off }
SubShader {
// Tags {"LighMode"="ForwardBase"}
Tags {"Queue"="Transparent" "RenderType"="Transparent"}
//UsePass "VertexLit/SHADOWCOLLECTOR"
//UsePass "VertexLit/SHADOWCASTER"
CGPROGRAM
#pragma surface surf Unlit
//#pragma surface surf Lambert
// Inside CGPROGRAM block.
half4 LightingUnlit (SurfaceOutput s, half3 lightDir, half atten) {
half4 c;
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
}
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float4 color : Color;
};
fixed _CutoffX;
fixed _CutoffY;
void surf (Input IN, inout SurfaceOutput o) {
half4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = IN.color.rgb * tex.rgb;
o.Alpha = IN.uv_MainTex.x > _CutoffX ? 0 : IN.uv_MainTex.y > _CutoffY ? 0 : IN.color.a*tex.a;
}
ENDCG
}//sub Shader End
}//Categoy End
FallBack "VertexLit" // Use VertexLit's shadow caster/receiver passes.
}
This is the code of my shader file and it is applied to a cube object. The problem is, shader is casting correctly by cube but cube is not receiving shader. Whats wrong in it? I don't have enough knowledge about shader programming so it is requested to share you answer with description