Shader "Hidden/LIV_CombineAlpha" { Properties { _MainTex ("Texture", 2D) = "black" {} } SubShader { Tags { "Queue" = "Overlay" "LightMode" = "Always" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True"} Pass { Name "COMBINE_ALPHA" Blend One OneMinusSrcAlpha Ztest Always Zwrite Off Cull Off ColorMask[_LivColorMask] Fog{ Mode 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; 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 { return tex2D(_MainTex, i.uv).a; } ENDCG } } }