Shader "SanAndreasUnity/VehicleTransparent" { Properties { _MainTex ("Albedo (RGB)", 2D) = "white" {} _MaskTex ("Mask (A)", 2D) = "white" {} _NoiseTex ("Noise (A)", 2D) = "white" {} _Metallic ("Metallic", Range(0.0, 1.0)) = 0 _Smoothness ("Smoothness", Range(0.0, 1.0)) = 0 _Color ("Color", Color) = (1, 1, 1, 1) _CarColorIndex ("Car Color Index", Range(0, 8)) = 0 _CarColor ("Car Color", Color) = (1, 1, 1, 1) _CarEmission ("Car Emission", Range(0, 10)) = 0 } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } LOD 200 Cull Off ZWrite Off CGPROGRAM #pragma surface surf Standard addshadow alpha #pragma target 3.0 #define VEHICLE #include "Shared.cginc" ENDCG } FallBack "Diffuse" }