Shader "Unlit/HandMask" { Properties { _Color("Color", Color) = (1, 1, 1, 1) _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "Queue" = "Transparent" "RenderType"="Transparent" } LOD 200 Blend One Zero, One Zero CGPROGRAM #pragma surface surf NoLighting keepalpha #pragma target 3.0 sampler2D _MainTex; fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten) { return fixed4(s.Albedo, s.Alpha); } struct Input { float2 uv_MainTex; }; fixed4 _Color; void surf(Input IN, inout SurfaceOutput o) { o.Albedo = 0; float alpha = tex2D(_MainTex, IN.uv_MainTex); o.Alpha = 0; } ENDCG } }