Shader "Custom/Set Alpha" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" } Stencil { Ref 1 Comp always Pass replace } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord); clip (col.a - 0.001); return col; } ENDCG } } FallBack "Diffuse" }