Shader "Bully!/Unlit/TextureFadeFogless" { Properties { _MainTex ("Color Map", 2D) = "white" {} _FadeTex ("Fade Map", 2D) = "black" {} _LightColor ("Color", Color) = (1,1,1) } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry"} ZWrite Off Lighting Off Fog {Mode Off} CGPROGRAM #pragma surface surf Unlit novertexlights exclude_path:prepass noambient noforwardadd nolightmap nodirlightmap #pragma target 3.0 half4 LightingUnlit (SurfaceOutput s, half3 viewDir, half atten) { half4 c; c.rgb = (s.Albedo); c.a = s.Alpha; return c; } struct Input { fixed2 uv_MainTex; fixed2 uv_FadeTex; }; sampler2D _MainTex; sampler2D _FadeTex; half4 _LightColor; void surf (Input IN, inout SurfaceOutput o) { half4 maintex = tex2D (_MainTex, IN.uv_MainTex); half fadetex = tex2D (_FadeTex, IN.uv_FadeTex).r; half multitex = tex2D (_FadeTex, IN.uv_FadeTex).g; o.Albedo = lerp(maintex*multitex,_LightColor,fadetex); } ENDCG } Fallback "Diffuse" }