Shader "Hidden/Griffin/DistributionMapGenerator" { Properties { _MainTex ("Main Texture", 2D) = "white" {} _Opacity ("Opacity", Float) = 1 } CGINCLUDE #include "UnityCG.cginc" #include "TextureToolCommon.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float _Opacity; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } float4 frag (v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.uv); return float4(1, 1, 1, col.r*_Opacity); } ENDCG SubShader { Tags { "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } }