Shader "Custom/EffectGround" { Properties { [PerRendererData]_MainTex ("Sprite Texture", 2D) = "white" {} } SubShader { Tags { "Queue"="Geometry" "RenderType"="TransparentCutout" } LOD 200 ZTest Off Cull Off CGPROGRAM #pragma surface surf Lambert addshadow fullforwardshadows alpha:fade #pragma target 3.0 sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; float4 color: Color; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * IN.color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }