Shader "SanAndreasUnity/Transparent" { Properties { _MainTex ("Albedo (RGB)", 2D) = "white" {} _MaskTex ("Mask (A)", 2D) = "white" {} _NoiseTex ("Noise (A)", 2D) = "white" {} _Color ("Color", Color) = (1, 1, 1, 1) _Fade ("Fade", Range(-1.0, 1.0)) = 1 } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "ForceNoShadowCasting" = "True" } LOD 200 Cull Front ZWrite Off CGPROGRAM #pragma surface surf Standard alpha:fade noshadow #pragma target 3.0 #define FADE #include "Shared.cginc" ENDCG } FallBack "Diffuse" }