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Question by jahardner · Aug 15, 2016 at 06:04 PM · shadersflashlightunlit

Unlit Transparent Shader to show a bit of the meshes it touches

So let me just start by saying that this is my first foray into shaders, and I'm followed this tut: https://www.youtube.com/watch?v=xkcCWqifT9M to get a "flashlight effect" but in 2D. I want the shader to show a bit of the meshes the flashlight mesh hits like in the tutorial, but I also need it to be unlit. So I combined his and unlit shader script to get this:

 Shader "Custom/Stencil Object" {
     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
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         LOD 200
 
         Stencil {
             Ref 1
             Comp equal
         }
         
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf Standard fullforwardshadows
 
         // Use shader model 3.0 target, to get nicer looking lighting
         #pragma target 3.0
 
         sampler2D _MainTex;
 
         struct Input {
             float2 uv_MainTex;
         };
 
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
 
         void surf (Input IN, inout SurfaceOutputStandard o) {
             // Albedo comes from a texture tinted by color
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             // Metallic and smoothness come from slider variables
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = c.a;
         }
         ENDCG
     }
     FallBack "Diffuse"
 }

The unlit functionality works, the ability to see the meshes it hits, not so much. Any ideas?

Thank you much!

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