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Custom shader converting to urp need help
So I want to achieve Unlit/Transparent Cutout shader effect + adding custom color tint for it, but for urp. I think I've found something https://answers.unity.com/questions/273680/transparent-cutout-shader.html , however it's not urp compatible and not unlit I think. It has the broken pink shader effect. I want to convert it to urp somehow but I need to know what exactly makes the shader pink
Answer by andrew-lukasik · Aug 12, 2020 at 11:43 AM
To make that specific shader yourself:
- Download - builtin_shaders.zipfile from https://unity3d.com/unity/whats-new/2020.1.1 under- Additional Resource / Builtin Shaders(note unity version in the link; change to match yours)
- Find unlit transparent cutout shader inside the zip archive file (hint: it's - Unlit-AlphaTest.shader)
- Modify that shader to suit your need 
 
example
 Shader "Unlit/Transparent Cutout Tint" {
 Properties {
     _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
     _Color ("Tint", Color) = (1,1,1,1)
     _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
 }
 SubShader {
     Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
     LOD 100
 
     Lighting Off
 
     Pass {
         CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma target 2.0
             #pragma multi_compile_fog
             #pragma multi_compile_instancing
 
             #include "UnityCG.cginc"
 
             struct appdata_t {
                 float4 vertex : POSITION;
                 float2 texcoord : TEXCOORD0;
                 UNITY_VERTEX_INPUT_INSTANCE_ID
             };
 
             struct v2f {
                 float4 vertex : SV_POSITION;
                 float2 texcoord : TEXCOORD0;
                 UNITY_FOG_COORDS(1)
                 UNITY_VERTEX_OUTPUT_STEREO
             };
 
             sampler2D _MainTex;
             float4 _MainTex_ST;
             fixed _Cutoff;
             UNITY_INSTANCING_BUFFER_START(Props)
                 UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
             UNITY_INSTANCING_BUFFER_END(Props)
 
             v2f vert (appdata_t v)
             {
                 v2f o;
                 UNITY_SETUP_INSTANCE_ID(v);
                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
                 UNITY_TRANSFER_FOG(o,o.vertex);
                 return o;
             }
 
             fixed4 frag (v2f i) : SV_Target
             {
                 fixed4 col = tex2D(_MainTex, i.texcoord) * UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
                 clip(col.a - _Cutoff);
                 UNITY_APPLY_FOG(i.fogCoord, col);
                 return col;
             }
         ENDCG
     }
 }
 
 }
OR
Use shader graph: 
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
               
 
			 
                