Shader "Shader Forge/PBRsp_alpha_culloff" {
Properties {
 _Color ("Color", Color) = (1,1,1,1)
 _MainTex ("Base Color", 2D) = "white" { }
 _SpecColor ("SpecColor", Color) = (1,1,1,1)
 _SpecGlossMap ("SpecGlossMap", 2D) = "white" { }
 _Metallic ("Metallic", Range(0,1)) = 0
 _Smoothness ("Smoothness", Range(0,1)) = 0.5
[Normal]  _BumpMap ("Normal Map", 2D) = "bump" { }
 _OcclusionStrength ("OcclusionStrength", Range(0,1)) = 1
 _OcclusionMap ("OcclusionMap", 2D) = "white" { }
 _BlendNormalMapScale ("BlendNormalMapScale", Range(0,1)) = 1
[Normal]  _BlendNormalMap ("BlendNormalMap", 2D) = "bump" { }
 _DetailNormalMapScale ("DetailNormalMapScale", Range(0,4)) = 1
[Normal]  _DetailNormalMap ("DetailNormalMap", 2D) = "bump" { }
 _DetailMask ("DetailMask", 2D) = "white" { }
 _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
[MaterialToggle]  _HairEffect ("HairEffect", Float) = 0
[HideInInspector]  _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader { 
		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
            }
        }
}
Fallback "Unlit/Transparent"
}
// Dependencies:
//	Shader Unlit-Alpha