Shader "UnityChan/Hair" { Properties { _Color ("Main Color", Color) = (1, 1, 1, 1) _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) _SpecularPower ("Specular Power", Float) = 20 _EdgeThickness ("Outline Thickness", Float) = 1 _MainTex ("Diffuse", 2D) = "white" {} _FalloffSampler ("Falloff Control", 2D) = "white" {} _RimLightSampler ("RimLight Control", 2D) = "white" {} _SpecularReflectionSampler ("Specular / Reflection Mask", 2D) = "white" {} _EnvMapSampler ("Environment Map", 2D) = "" {} _NormalMapSampler ("Normal Map", 2D) = "" {} } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" "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 "CharaMain.cg" ENDCG } Pass { Cull Front ZTest Less CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "CharaOutline.cg" ENDCG } } FallBack "Transparent/Cutout/Diffuse" }