Shader "Yoru/Horizon" { Properties { _MainTex ("Texture", 2D) = "white" {} _TilingCustom ("TilingCustom", Vector) = (1,1,0,0) _Color ("Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" } LOD 100 Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; float2 _TilingCustom; fixed4 _Color; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv * _TilingCustom; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv) * _Color; return col; } ENDCG } } }