Shader "Nreal/AlphaBlendEffect" { Properties{ _MainTex("Base (RGB)", 2D) = "white" {} _RGBTex("Base (RGB)", 2D) = "white" {} } SubShader{ Pass{ ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _RGBTex; struct v2f { float4 pos : SV_POSITION; half2 uv: TEXCOORD0; }; v2f vert(appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; return o; } fixed4 frag(v2f i) : SV_Target{ fixed4 renderTex = tex2D(_MainTex, i.uv); return fixed4(renderTex.a, renderTex.a, renderTex.a, renderTex.a); } ENDCG } } Fallback Off }