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Question by kkl888 · Jun 04, 2018 at 04:59 PM · shadermobiletransparencycutout

mobile shader transparency issue

I'm using the following transparency shader (optimized for mobile) which i compiled from unity forum and google.

 Shader "Custom/Shader1" {
    Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
     _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
    }
 
    SubShader {
     Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
     Pass {
         ZWrite On
         ColorMask 0
     }
     Pass {
      ZWrite Off // don't write to depth buffer 
      Blend SrcAlpha OneMinusSrcAlpha // use alpha blending
      CGPROGRAM
  
      #pragma vertex vert
      #pragma fragment frag
 
      uniform float4 _Color; // define shader property for shaders
      uniform sampler2D _MainTex;
      uniform float _Cutoff;
 
      struct vertexInput {
       float4 vertex : POSITION;
       float2 texcoord : TEXCOORD0;
      };
      struct vertexOutput {
       float4 pos : SV_POSITION;
       float2 tex : TEXCOORD0;
      };
  
      vertexOutput vert(vertexInput input) {
       vertexOutput output;
  
       output.tex = input.texcoord;
       output.pos = UnityObjectToClipPos(input.vertex);
       return output;
      }
 
      float4 frag(vertexOutput input) : COLOR {
       float4 col = tex2D(_MainTex, input.tex) * _Color;    
       float newOpacity = 1.0;
       if (col.a < _Cutoff) {
         newOpacity = 0.0;
       }
       return float4(col.r, col.g, col.b, newOpacity);
      }
      ENDCG
     }
    }
   }
 

But I got the result like this: alt text

Actually should be like this:alt text

Is it the problem with z-test?

capture1.png (77.1 kB)
capture2.png (86.5 kB)
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