Shader "Unlit/VertexAlpha" { Properties { [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } Cull Back CGPROGRAM #pragma target 3.0 #pragma surface surf Unlit alpha:fade keepalpha noshadow struct Input { float4 vertexColor : COLOR; }; inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0, 0, 0, s.Alpha * 0.8f); } void surf( Input i , inout SurfaceOutput o ) { float4 temp_output_1_0 = i.vertexColor; o.Emission = temp_output_1_0.rgb; o.Alpha = temp_output_1_0.r; } ENDCG } }