Why doesn't this specific shader work on Mobile?
Hey, I kind of mixed a transparency shader, with a cutout shader, so far with good results! However, once I build it for iOS, transparency seems to be binary. (0% or 100%) Any idea why?
 Shader "Transparent/TransparentCutout" {
 Properties{
     _Color("Main Color", Color) = (1,1,1,1)
     _MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
 _CutTex("Cutout (A)", 2D) = "white" {}
 _Cutoff("Alpha cutoff", Range(0,1)) = 0.5
 }
     SubShader{
     Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
     LOD 200
     CGPROGRAM
 #pragma surface surf Lambert alpha
     sampler2D _MainTex;
 sampler2D _CutTex;
 fixed4 _Color;
 float _Cutoff;
 struct Input {
     float2 uv_MainTex;
     float2 uv_CutTex;
 };
 void surf(Input IN, inout SurfaceOutput o) {
     fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
     float ca = tex2D(_CutTex, IN.uv_CutTex).a;
     o.Albedo = c.rgb;
     if (ca > _Cutoff)
         o.Alpha = c.a;
     else
         o.Alpha = 0;
 }
 ENDCG
 }
 Fallback "Transparent/VertexLit"
 }
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              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                