Shader "MY/Fogoff" { Properties { _MainTex("Particle Texture", 2D) = "white" { } _Color("Color", Color) = (1,1,1,1) _Alpha("Alpha", float) = 0.0 } SubShader { Tags{ "QUEUE" = "Transparent" "IGNOREPROJECTOR" = "true" } Pass { ZWrite Off Cull Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform float4 _MainTex_ST; uniform sampler2D _MainTex; uniform fixed4 _Color; uniform fixed _Alpha; struct appdata { float3 pos : POSITION; float3 uv0 : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv0 : TEXCOORD0; float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata IN) { v2f o; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw; o.pos = UnityObjectToClipPos(IN.pos); return o; } fixed4 frag(v2f IN) : SV_Target { fixed4 col = tex2D(_MainTex, IN.uv0.xy)* _Color * _Alpha; return col; } ENDCG } } }