Shader "FateShader3Compatible" { Properties{ _Alpha("Alpha", 2D) = "white" {} _Color ("Main Color", Color) = (1,1,1,1) _AddColor ("Add Color", Color) = (0,0,0,0) _MainTex ("Base (RGBA)", 2D) = "white" { } _Cutoff ("Base Alpha cutoff", Range(0, 1)) = 0.9 } SubShader{ Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" } Pass //Opaque Character { Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" } Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION0; float2 uv : TEXCOORD0; float4 color : COLOR0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : POSITION0; float4 color : COLOR0; }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _Alpha; fixed4 _Color; fixed4 _AddColor; float4 u_xlat0; float4 u_xlat1; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); fixed4 alph = tex2D(_Alpha, i.uv); col.a *= alph.r; col = _Color * col + _AddColor; clip(col.a - 0.99); return col; } ENDCG } Pass //ADD COLORS { Cull Off // make double sided Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _Alpha; fixed4 _ColorTint; float _Cutoff; float4 u_xlat0; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); fixed4 alph = tex2D(_Alpha, i.uv); col.a *= alph.r; clip(col.a - (1-_Cutoff)); return col; } ENDCG } } }