Shader "Spine/Skeleton" { Properties { _Cutoff ("Shadow alpha cutoff", Range(0, 1)) = 0.1 _MainTex ("Texture to blend", 2D) = "black" {} } SubShader { LOD 100 Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" } Pass { LOD 100 Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { fixed4 color : COLOR; float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { fixed4 color : COLOR; float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; }; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.color = clamp(v.color, 0.0, 1.0); o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } sampler2D _MainTex; fixed4 frag(v2f i) : SV_Target { return tex2D(_MainTex, i.texcoord) * i.color; } ENDCG } } }