Shader "Depth Mask/Unlit Transparent (CG)" { Properties { _Color ("Main Color (A=Opacity)", Vector) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} } SubShader { Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent+2" } Pass { Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent+2" } Blend DstColor Zero, DstColor Zero ZTest Less Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; }; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } sampler2D _MainTex; fixed4 _Color; fixed4 frag(v2f i) : SV_Target { return tex2D(_MainTex, i.texcoord) * _Color; } ENDCG } } Fallback "Diffuse" }