Shader "Griffin/~Internal/Billboard Creator/Atlas" { Properties { _Color ("_Color", Color) = (1,1,1,1) _MainTex ("_Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" "Queue"="AlphaTest+0"} LOD 100 Pass { //Blend SrcAlpha OneMinusSrcAlpha Cull Off //ZWrite Off //ZTest LEqual CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; float4 _Color; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv)*_Color; clip(col.a-0.5); return col; } ENDCG } } }