Shader "Custom/UV1Sample" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _SubTex("SubTexture", 2D) = "white"{} _Size("Size", Float) = 0.1 _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Fog { Mode Off } Blend One Zero ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; half2 texcoord1 : TEXCOORD1; // new! }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 uv1 : TEXCOORD0; half2 uv2 : TEXCOORD1; // new! }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.uv1 = IN.texcoord; OUT.uv2 = IN.texcoord1; // new! #ifdef UNITY_HALF_TEXEL_OFFSET OUT.vertex.xy -= (_ScreenParams.zw-1.0); #endif OUT.color = IN.color; return OUT; } sampler2D _MainTex; sampler2D _SubTex; float _Size; fixed4 frag(v2f IN) : SV_Target { half4 color = tex2D(_MainTex, IN.uv1) * IN.color; color.a = tex2D(_SubTex, IN.uv2 * _Size).a; // new! clip (color.a - 0.01); return color; } ENDCG } } }