Shader "Klak/HAP Alpha" { Properties { _MainTex("Texture", 2D) = "white" {} } CGINCLUDE #include "UnityCG.cginc" struct Attributes { float4 position : POSITION; float2 texcoord : TEXCOORD; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 position : SV_Position; float2 texcoord : TEXCOORD; }; sampler2D _MainTex; float4 _MainTex_ST; Varyings Vertex(Attributes input) { UNITY_SETUP_INSTANCE_ID(input); Varyings output; output.position = UnityObjectToClipPos(input.position); output.texcoord = TRANSFORM_TEX(input.texcoord, _MainTex); output.texcoord.y = 1 - output.texcoord.y; return output; } fixed4 Fragment(Varyings input) : SV_Target { return tex2D(_MainTex, input.texcoord); } ENDCG SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } Pass { ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex Vertex #pragma fragment Fragment #pragma multi_compile_instancing ENDCG } } }