_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
_MainTex ("Base (RGBA)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"
#pragma surface surf StandardSpecular vertex:vert alphatest:_Cutoff addshadow
void vert(inout appdata_full i)
void surf(Input IN, inout SurfaceOutputStandardSpecular o)
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb * _Color.rgb * IN.color.rgb;
o.Smoothness = _Shininess;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Alpha = tex.a * IN.color.a;
FallBack "Transparent/Cutout/VertexLit"