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Question by StanMihai72 · Aug 23, 2016 at 01:20 PM · renderingshadersimplementation

Transparent shader issue

I've been trying for a while to be able to create transparent "holes" in textures and I've succeeded with a couple of shaders I've found on the Internet. Basically, the texture being "holed" has the MaskTest shader on it and to achieve the holes I'd place a circle with the TransparencyShader on it.

While the desired effect was achieved, I now have the problem that I want to have an outline on the texture being "holed" that will not be turned see-through. Down below is the code for the shaders.

MaskTest

  Shader "Custom/MaskTest" {
  
      Properties
      {
          _MainTex("Base (RGB) Alpha (A)", 2D) = "white" {}
      _Cutoff("Base Alpha cutoff", Range(0,.9)) = .5
      }
  
          SubShader{
          Tags{ "Queue" = "Transparent+1" }
          Offset 0, -1
          ColorMask 0
          ZWrite On
          Pass
      {
          AlphaTest Greater[_Cutoff]
          SetTexture[_MainTex]{
          combine texture * primary, texture
      }
      }
      }
  }

TransparencyShader

 Shader "Unlit/TransparencyShader"
  {
      Properties
      {
          _MainTex ("Texture", 2D) = "white" {}
      }
      SubShader
      {
          Tags 
          { 
              "Queue" = "Transparent+2"
              "RenderType" = "Transparent"
          }
          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;
                  UNITY_FOG_COORDS(1)
                  float4 vertex : SV_POSITION;
              };
  
              sampler2D _MainTex;
              float4 _MainTex_ST;
              
              v2f vert (appdata v)
              {
                  v2f o;
                  o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                  o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                  UNITY_TRANSFER_FOG(o,o.vertex);
                  return o;
              }
              
              fixed4 frag (v2f i) : SV_Target
              {
                  // sample the texture
                  fixed4 col = tex2D(_MainTex, i.uv);
                  // apply fog
                  UNITY_APPLY_FOG(i.fogCoord, col);                
                  return col;
              }
              ENDCG
          }
      }
  }


I'd like to mention my knowledge of ShaderLanguage is below basic. Could anyone provide the code or at least some pointers to what I'm supposed to do to achieve the outline that cannot be erased?

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