Shader "UGM/Unlit/Transparent" { Properties{ _Color("Main Color (A=Opacity)", Color) = (1,1,1,1) _MainTex("Base (A=Opacity)", 2D) = "" } Category{ Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" } ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha SubShader{ Pass{ GLSLPROGRAM #ifdef VERTEX varying mediump vec2 uv; uniform mediump vec4 _MainTex_ST; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; uv = gl_MultiTexCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; } #endif #ifdef FRAGMENT varying mediump vec2 uv; uniform lowp sampler2D _MainTex; uniform lowp vec4 _Color; void main() { gl_FragColor = texture2D(_MainTex, uv) * _Color; } #endif ENDGLSL } } SubShader{ Pass{ SetTexture[_MainTex]{ Combine texture * constant ConstantColor[_Color] } } } } }