Shader "MyShader/VertexAlpha" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Main Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha LOD 200 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; fixed4 color : COLOR; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; fixed vertexAlpha : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.vertexAlpha = v.color.a; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); col.a = i.vertexAlpha; col *= _Color; return col; } ENDCG } } }