Shader "Custom/Copy Alpha" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent+2" "RenderType"="Transparent" "PreviewType"="Plane" } Stencil { Ref 1 Comp equal } Cull Off Lighting Off ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f 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); return col; } ENDCG } } FallBack "Diffuse" }