Shader "Custom/CastShadow" { Properties { _MainTex ("MainTexture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _Alpha ("Alpha", Range(0,1)) = 0.5 } SubShader { Tags { "RenderType"="Opaque"} ZWrite Off Cull Off Pass { Blend SrcAlpha OneMinusSrcAlpha 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; fixed4 _Color; 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 { fixed4 basic = tex2D(_MainTex, i.uv); if(basic.a==0){ discard; } fixed3 rgb = (_Color.rgb*(_Alpha*2)); fixed4 col = float4(rgb,_Alpha); return col; } ENDCG } } FallBack "Diffuse" }