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							- Shader "Unlit/TexCliipTwoSide"
 
- {
 
-     Properties
 
-     {
 
-         _MainCol("MainCol",color) = (1.0,1.0,1.0,1.0)
 
-         _MainTex ("Texture", 2D) = "white" {}
 
-     }
 
-     SubShader
 
-     {
 
-         Tags {"Queue" ="Geometry"  "RenderType"="Opaque" }
 
-         LOD 100
 
-         Pass
 
-         {
 
-             //Blend SrcAlpha OneMinusSrcAlpha
 
-             CGPROGRAM
 
-             #pragma vertex vert
 
-             #pragma fragment frag
 
-             // make fog work
 
-             #pragma multi_compile_fog
 
-             #include "UnityCG.cginc"
 
-             struct appdata
 
-             {
 
-                 float4 vertex : POSITION;
 
-                 float2 uv : TEXCOORD0;
 
-                 float4 color: COLOR;
 
-             };
 
-             struct v2f
 
-             {
 
-                 float2 uv : TEXCOORD0;
 
-                 UNITY_FOG_COORDS(1)
 
-                 float4 vertex : SV_POSITION;
 
-                 fixed4 color : TEXCOORD2;
 
-             };
 
-             sampler2D _MainTex;
 
-             float4 _MainTex_ST;
 
-             fixed4 _MainCol;
 
-             v2f vert (appdata v)
 
-             {
 
-                 v2f o;
 
-                 o.vertex = UnityObjectToClipPos(v.vertex);
 
-                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
 
-                 UNITY_TRANSFER_FOG(o,o.vertex);
 
-                 o.color = v.color;
 
-                 return o;
 
-             }
 
-             fixed4 frag (v2f i) : SV_Target
 
-             {
 
-                 // sample the texture
 
-                 fixed4 col = tex2D(_MainTex, i.uv);
 
-                 clip(col.a - 0.5);
 
-                 // apply fog
 
-                 col *= _MainCol;
 
-                 UNITY_APPLY_FOG(i.fogCoord, col);
 
-                 ///col.a = i.color.a;
 
-                 return col;
 
-             }
 
-             ENDCG
 
-         }
 
-     }
 
- }
 
 
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