Shader “Unlit/Study_TA01”
{
Properties
{
_MainTex (“Texture”, 2D) = “white” {}
_CutOut(“CutOut”,Range(-1,1)) = 0.0
}
SubShader
{
Tags { “RenderType”=“Opaque” }
LOD 100

    Pass
    {
        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;
        };

        struct v2f
        {
            float2 uv : TEXCOORD0;                
            float4 vertex : SV_POSITION;
        };

        sampler2D _MainTex;
        float4 _MainTex_ST;
        float   _CutOut;


        v2f vert (appdata v)
        {
            v2f o;
            o.vertex = UnityObjectToClipPos(v.vertex);
            o.uv = TRANSFORM_TEX(v.uv, _MainTex);

            return o;
        }

        fixed4 frag (v2f i) : SV_Target
        {
            //fixed4 col = tex2D(_MainTex, i.uv).r;
            half g = tex2D(_MainTex, i.uv).r;
            clip(g-_CutOut);
            return tex2D(_MainTex, i.uv);
        }
        ENDCG
    }
}

}

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