Shader "MyShader/FogSky" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent-50" "RenderType"="Opaque" } Blend SrcAlpha OneMinusSrcAlpha Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; v2f vert (appdata_t v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); UNITY_TRANSFER_FOG(o, o.pos); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord) * _Color; UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }