Shader "htc/vr/DecalWithTransparency" { Properties { _MainTex ("Texture", 2D) = "white" {} _Transparency ("Transparency", Range(0,1)) = 0.5 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 100 Blend SrcAlpha OneMinusSrcAlpha ZWrite Off AlphaTest Greater 0.5 Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float _Transparency; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); col.a *= _Transparency; return col; } ENDCG } } FallBack "Diffuse" }