Shader "Erika/Character/Shader_GhostEffect" { Properties { _MainTex ("Texture", 2D) = "white" {} _Cutoff("Cutoff", Float) = 0.5 [HDR]_GlowColor ("GlowColor", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" "Queue" = "Geometry+1"} LOD 100 Pass { ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Cutoff; float4 _GlowColor; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); if(col.a <= _Cutoff) discard; //// apply fog //UNITY_APPLY_FOG(i.fogCoord, col); //return col; return _GlowColor; } ENDCG } } }