﻿Shader "Custom/Matte Shadow"
{
      
	Properties
	{
		_Color ("Shadow Color", Color) = (1,1,1,1)
		_ShadowInt ("Shadow Intensity", Range(0,1)) = 1.0
		_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
	}
	  
	SubShader
	{
		Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
		LOD 200
		ZWrite off
		Blend zero SrcColor
	 
	CGPROGRAM
	#pragma surface surf ShadowOnly alphatest:_Cutoff
	 
	fixed4 _Color;
	float _ShadowInt;
	 
	struct Input {
		float2 uv_MainTex;
	};
	 
	inline fixed4 LightingShadowOnly (SurfaceOutput s, fixed3 lightDir, fixed atten)
	{
		fixed4 c;
		c.rgb = lerp(s.Albedo, float3(1.0,1.0,1.0), atten);
		c.a = 1.0-atten;
		return c;
	}
	 
	 
	void surf (Input IN, inout SurfaceOutput o) {
		o.Albedo = lerp(float3(1.0,1.0,1.0), _Color.rgb, _ShadowInt);
		o.Alpha = 1.0;
	}
	ENDCG
	}
	
	Fallback "Transparent/Cutout/VertexLit"
}
