Version: 2018.2 (switch to 2018.1 or 2017.4)
Transparent Cutout Shader Family
Transparent Cutout Diffuse
Other Versions

Transparent Cutout Vertex-Lit

Note. Unity 5 introduced the Standard ShaderA built-in shader for rendering real-world objects such as stone, wood, glass, plastic and metal. Supports a wide range of shader types and combinations. More info
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which replaces this shaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
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.

Transparent Cutout Properties

Note. Unity 5 introduced the Standard Shader which replaces this shader.

Cutout shader is an alternative way of displaying transparent objects. Differences between Cutout and regular Transparent shaders are:

  • This shader cannot have partially transparent areas. Everything will be either fully opaque or fully transparent.
  • Objects using this shader can cast and receive shadows!
  • The graphical sorting problems normally associated with Transparent shaders do not occur when using this shader.

This shader uses an alpha channel contained in the Base Texture to determine the transparent areas. If the alpha contains a blend between transparent and opaque areas, you can manually determine the cutoff point for the which areas will be shown. You change this cutoff by adjusting the Alpha Cutoff slider.

Vertex-Lit Properties

Note. Unity 5 introduced the Standard Shader which replaces this shader.

This shader is Vertex-Lit, which is one of the simplest shaders. All lights shining on it are rendered in a single pass and calculated at vertices only.

Because it is vertex-lit, it won’t display any pixel-based renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
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effects, such as light cookies, normal mapping, or shadows. This shader is also much more sensitive to tesselation of the models. If you put a point light very close to a cube using this shader, the light will only be calculated at the corners. Pixel-lit shaders are much more effective at creating a nice round highlight, independent of tesselation. If that’s an effect you want, you may consider using a pixel-lit shader or increase tesselation of the objects instead.

Performance

Generally, this shader is very cheap to render. For more details, please view the Shader Peformance page.

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Transparent Cutout Shader Family
Transparent Cutout Diffuse