Shader "Lean/Common/Alpha" { Properties { _MainTex("Main Tex", 2D) = "white" {} _Color("Color", Color) = (1.0, 1.0, 1.0, 1.0) } SubShader { Tags { "Queue" = "Transparent" "PreviewType" = "Sphere" "DisableBatching" = "True" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Pass { CGPROGRAM #pragma vertex Vert #pragma fragment Frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; struct a2v { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; }; struct f2g { float4 color : SV_TARGET; }; void Vert(a2v i, out v2f o) { o.vertex = UnityObjectToClipPos(i.vertex); o.uv = TRANSFORM_TEX(i.texcoord0, _MainTex); o.color = i.color * _Color; } void Frag(v2f i, out f2g o) { o.color = tex2D(_MainTex, i.uv) * i.color; } ENDCG } // Pass } // SubShader } // Shader