Shader "Transparency"{ Properties{ _Color("Tint", Color) = (0, 0, 0, 1) _MainTex("Texture", 2D) = "white" {} } SubShader{ Tags{ "RenderType" = "Transparent" "Queue" = "Transparent"} Blend SrcAlpha OneMinusSrcAlpha // traditional transparency ZWrite off Pass{ CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 position : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert(appdata v) { v2f o; o.position = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_TARGET{ fixed4 col = tex2D(_MainTex, i.uv); col *= _Color; return col; } ENDCG } } }