Shader "XRContent/TransparentPulse" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} _PulseSpeed ("Pulse Speed", Float) = 30.0 _PulseMaxAlpha ("Max Pulse Alpha", Range (0, 1)) = 0.5 _PulseMinAlpha ("Min Pulse Alpha", Range (0, 1)) = 0 } SubShader { Tags {"Queue"="Transparent" "RenderType"="Transparent"} LOD 100 ZWrite On Offset -1,-1 Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; float _PulseSpeed; float _PulseMinAlpha; float _PulseMaxAlpha; float _DistanceFadeFactor; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv) * _Color; float pulsePhase = 0.5 * (sin(_Time * _PulseSpeed) + 1.0); // Map time to sin wave from 0 - 1 float pulseAlpha = _PulseMinAlpha + (pulsePhase)*(_PulseMaxAlpha - _PulseMinAlpha); // Remap wave to min/max alpha range col *= pulseAlpha; return col; } ENDCG } } }