Shader "Depth Mask/Unlit Transparent ZAlways" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} } SubShader { LOD 100 Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent+6" "RenderType" = "Transparent" } Pass { LOD 100 Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent+6" "RenderType" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha ZTest Always ZWrite 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 frag(v2f i) : SV_Target { return tex2D(_MainTex, i.texcoord); } ENDCG } } }