Shader "Custom/DeadBody" { Properties { _Color ("Color", Color) = (1,1,1,1) [PerRendererData]_MainTex ("Sprite Texture", 2D) = "white" {} _Alpha ("_Alpha", Range(0,1)) = 1 } SubShader { Tags {"Queue" = "Transparent" "RenderType"="Transparent" } ZWrite Off Cull Off CGPROGRAM #pragma surface surf Lambert alpha:fade #pragma target 3.0 sampler2D _MainTex; fixed4 _Color; fixed _Cutoff; fixed _Flash; fixed _Alpha; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; fixed3 rgb = (_Color.rgb*(_Flash+1))*(c.rgb); o.Albedo = rgb; o.Alpha = _Alpha*c.a; } ENDCG } FallBack "Diffuse" }