Shader "GSpawn/SimpleDiffuseTex" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("MainTexture", 2D) = "white" {} _ZTest ("ZTest", int) = 0 _ZWrite ("ZWrite", int) = 1 } SubShader { Pass { Tags { "RenderType"="Transparent" "Queue"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite [_ZWrite] ZTest [_ZTest] CGPROGRAM #pragma vertex vert #pragma fragment frag sampler2D _MainTex; float4 _Color; struct vInput { float4 vertexPos : POSITION; float2 vertexUV : TEXCOORD0; }; struct vOutput { float4 clipPos : SV_POSITION; float2 uv : TEXCOORD0; }; vOutput vert(vInput input) { vOutput o; o.clipPos = UnityObjectToClipPos(input.vertexPos); o.uv = input.vertexUV; return o; } float4 frag(vOutput input) : COLOR { return tex2D(_MainTex, input.uv) * _Color; } ENDCG } } }