//clang-format off Shader "Unlit/PassthroughShadow" { Properties { _MainTex ("Texture", 2D) = "white" {} _Alpha("Alpha", Float) = 0.5 } SubShader { Tags { "RenderType"="Transparent" } LOD 100 Pass { ZTest Always ZWrite Off Blend SrcAlpha OneMinusSrcAlpha, One One BlendOp Add, Max CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Alpha; 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 = 1.0 - tex2D(_MainTex, i.uv); return float4(0, 0, 0, (1.0f - col.x * col.x * col.x * col.x) * _Alpha); } ENDCG } } }