Shader "Custom/UntilIlum" { Properties { _MainTex ("Texture", 2D) = "white" {} _IlumStrength ("Ilum Strength", Range (0,3)) = 1 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; uniform float _IlumStrength; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv) * tex2D(_MainTex, i.uv).a * _IlumStrength; UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }