Shader "Hidden/PB_UnlitTransparentTinted" { Properties { _Color("Color", Color) = (0, 0, 1, 0.5) } SubShader { Tags { "Queue" = "AlphaTest" "RenderType" = "TransparentCutout" } Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; half4 _Color; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag(v2f i) : SV_Target { return _Color; } ENDCG } } }