Shader "ConformalDecals/TMP_Blit" { Properties { _MainTex("_MainTex (RGB spec(A))", 2D) = "white" {} } SubShader { Tags { "Queue" = "Transparent" } Cull Off ZWrite Off Pass { Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag sampler2D _MainTex; #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert(float4 vertex : POSITION, float2 uv : TEXCOORD0) { v2f o; o.pos = UnityObjectToClipPos(vertex); o.uv = uv; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 c = 0; c.r = tex2D(_MainTex,(i.uv)).a; return c; } ENDCG } } }