Shader "Custom/SimpleAlpha" { Properties { _Color ("Main Color", Color) = (0.5,0.5,0.5,1) _MainTex ("Base (RGB)", 2D) = "white" {} } Subshader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_fog #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 cap : TEXCOORD0; float2 uv : TEXCOORD1; UNITY_FOG_COORDS(2) }; uniform float4 _MainTex_ST; v2f vert (appdata_base v) { v2f o; UNITY_INITIALIZE_OUTPUT(v2f, o); o.pos = UnityObjectToClipPos (v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); UNITY_TRANSFER_FOG(o, o.pos); return o; } uniform sampler2D _MainTex; uniform float4 _Color; float4 frag (v2f i) : COLOR { fixed4 tex = tex2D(_MainTex, i.uv) * _Color; UNITY_APPLY_FOG(i.fogCoord, tex); return tex; } ENDCG } } Fallback "VertexLit" }