Shader "Custom/DeadBody" { Properties { [PerRendererData]_MainTex ("Sprite Texture", 2D) = "white" {} _NoiseTex ("Noise Texture", 2D) = "white" {} _Alpha ("_Alpha", Range(0,1)) = 1 _Width ("_Width", Range(0,1)) = 1 } SubShader { Tags { "Queue" = "Geometry" } Cull Off ZWrite On CGPROGRAM #pragma surface surf Lambert addshadow fullforwardshadows #pragma target 3.0 sampler2D _MainTex; sampler2D _NoiseTex; fixed _Alpha; fixed _Width; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex); fixed4 noise = tex2D(_NoiseTex, IN.uv_MainTex); o.Albedo = c; o.Alpha = c.a; clip(o.Alpha - 0.5); } ENDCG } FallBack "Diffuse" }