Transparent Cutout Vertex-Lit
Reference Manual > Built-in Shader Guide > Transparent Cutout Shader Family > Transparent Cutout Vertex-Lit

Transparent Cutout Vertex-Lit

Transparent Cutout Properties

This shader is an alternative method of displaying transparent objects. The fundamental differences between this shader and a regular Transparent shader are:

This shader uses an alpha channel contained in the Base Texture to determine the transparent areas. If the alpha contains a blend between transparent and opaque areas, you can manually determine the cutoff point for the which areas will be shown. You change this cutoff by adjusting the Alpha Cutoff slider in the Inspector.

Vertex-Lit Properties

Vertex-Lit is the simplest and least expensive shader. Any lights shining on it are rendered in a single pass, and therefore faster than any pixel-lit shader. Even lights marked as Pixel lights will be rendered as Vertex lights when using this shader. This shader calculates lighting at vertices only, so interpolated "overall lighting" is drawn over the actual pixels of the object's triangles.

Because it is vertex-lit, it won't display any pixel-based rendering effects, such as light cookies, bumpmapping, or shadows. This shader is also much more sensitive to tesselation of the models. If you put a point light very close to a cube using this shader, the light will only be calculated at the corners. Pixel-lit shaders are much more effective at creating a nice round highlight, independent of tesselation. If that's an effect you want, you may consider using a pixel-lit shader or increase tesselation of the objects instead.


Generally, this shader is very cheap to render. For more details, please view the Shader Peformance page.