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Shader "UnityChan/Eye - Transparent"
{
Properties
{
_Color ("Main Color", Color) = (1, 1, 1, 1)
_ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1)
_MainTex ("Diffuse", 2D) = "white" {}
_FalloffSampler ("Falloff Control", 2D) = "white" {}
_RimLightSampler ("RimLight Control", 2D) = "white" {}
}
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha, One One
Tags
{
"Queue"="Geometry+1" // Transparent+1"
"IgnoreProjector"="True"
"RenderType"="Overlay"
"LightMode"="ForwardBase"
}
Pass
{
Cull Back
ZTest LEqual
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "CharaSkin.cg"
ENDCG
}
}
FallBack "Transparent/Cutout/Diffuse"
}