I have to admit I'm not terribly familiar with abstracted methods Unity is exposing for the shaders and I'm more comfortable with vertex/fragment code that is not obfuscating anything, so I'm having a bit of trouble understanding what is happening in the lowest LoD of NGUI shaders. In particular, I'm having trouble creating a panel-clipped subtype of the Depth Cutout shader that was provided as a sample with NGUI. As in contrast with standard colored shader, depth cutout shader has no high-LOD vertex/fragment section at all, I'm not really sure what I should alter in the LOD 100 section to make it compliant with panel clipping.
How can I approach this?