Shader "Hidden/Hardsurface Pro Front Cut Out Diffuse"{ SubShader { // Shader Model 3 // Front Faces pass //Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } zwrite off Cull Back Ztest Lequal Blend SrcAlpha OneMinusSrcAlpha colormask RGBA CGPROGRAM #define HardsurfaceDiffuse #define ShaderModel3 #define HardsurfaceCutOut #pragma target 3.0 #include "HardSurfaceLighting.cginc" #include "HardSurface.cginc" #pragma surface surf BlinnPhongHardsurfaceFront alphatest:_Cutoff ENDCG } SubShader { // Shader Model 2 // Front Faces pass //Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } zwrite off Cull Back Ztest Lequal Blend SrcAlpha OneMinusSrcAlpha colormask RGBA CGPROGRAM #define HardsurfaceDiffuse #define HardsurfaceCutOut #include "HardSurfaceLighting.cginc" #include "HardSurface.cginc" #pragma surface surf BlinnPhongHardsurfaceFrontSM2 alphatest:_Cutoff ENDCG } Fallback "Diffuse" }