Shader "Custom/DiffuseAlpha" { Properties{ _Color("Color", Color) = (1,1,1,1) _MainTex("Texture (RGBA)", 2D) = "white" {} _Cutoff("Alpha cutoff", Range(0,1)) = 0.5 } SubShader{ Tags { "Queue" = "transparent" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" } LOD 200 Blend SrcAlpha OneMinusSrcAlpha //Cull off CGPROGRAM #pragma surface surf Lambert fullforwardshadows keepalpha #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; fixed4 _Color; float _Cutoff; void surf(Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb * _Color; o.Alpha = c.a; clip(o.Alpha - _Cutoff); } ENDCG } Fallback "Legacy Shaders/Transparent/Cutout/VertexLit" }