Shader "SelfIllumAlpha" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" { } } SubShader { Tags { "Queue" = "Transparent" } Pass { Cull Back Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 _Color; sampler2D _MainTex; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; float4 _MainTex_ST; v2f vert (appdata_base v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX (v.texcoord, _MainTex); return o; } half4 frag (v2f i) : COLOR { half4 texcol = tex2D (_MainTex, i.uv); return texcol * _Color; } ENDCG } } Fallback off }