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Question by kilian277 · Sep 12, 2012 at 04:08 PM · shader

Alpha to Mask (Alpha to Coverage) shader help

Hi,

this is a basic shader that cuts off the alpha for vegetation.

Now i simply want to use the Alpha to Coverage /Mask technique for my vegetation.

Since i'm not a shader writer i basically don't know how to do it in this shader file.Take a look here

http://www.pcgameshardware.com/aid,685997/Street-Fighter-IV-PC-explained-in-detail/News/

At about 3/4 of the page you get the Alpha To Coverage part (turn it on)

Can anyone help me ?

 Shader "Custom/Vegetation" {
     Properties {
         _Color ("Main Color", Color) = (.5, .5, .5, .5)
         _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
         _Cutoff ("Base Alpha cutoff", Range (0,.9)) = .5
     }
     SubShader {
         // Set up basic lighting
         Material {
             Diffuse [_Color]
             Ambient [_Color]
         }
         Lighting On
 
         // Render both front and back facing polygons.
         Cull Off
 
         // first pass:
         //   render any pixels that are more than [_Cutoff] opaque
         Pass {
             AlphaTest Greater [_Cutoff]
             SetTexture [_MainTex] {
                 combine texture * primary, texture
             }
             
         }
     // Second pass:
         //   render in the semitransparent details.
         Pass {
             // Dont write to the depth buffer
             ZWrite off
             // Don't write pixels we have already written.
             ZTest Less
             // Only render pixels less or equal to the value
             AlphaTest LEqual [_Cutoff]
 
             // Set up alpha blending
             Blend SrcAlpha OneMinusSrcAlpha
 
             SetTexture [_MainTex] {
                 combine texture * primary, texture
                 
             
             }
         }
         
     }
 } 
 
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