Shader "Unlit/RayTarget" { Properties { _MainTex ("Texture", 2D) = "white" {} _AlphaCutOff ("CutOff", FLOAT) = 0.5 } SubShader { Pass { Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } ZWrite Off Cull Off ColorMask RGBA Blend SrcAlpha OneMinusSrcAlpha 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; }; 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); return col; } ENDCG } Pass { Tags { "Queue" = "Opaque" "RenderType" = "Opaque" } ZWrite On Cull Off ColorMask 0 Blend Off 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; }; sampler2D _MainTex; float4 _MainTex_ST; float _AlphaCutOff; 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); if (col.w < _AlphaCutOff) { discard; } return col; } ENDCG } } }