Shader "FateScreenshotShader" { Properties{ _Alpha("Alpha", 2D) = "white" {} _Color ("Main Color", Color) = (1,1,1,1) _AddColor ("Add Color", Color) = (0,0,0,0) _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" { } _Cutoff ("Base Alpha cutoff", Range(0, 0.9)) = 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; sampler2D _Alpha; fixed4 _Color; fixed4 _AddColor; float4 u_xlat0; float4 u_xlat1; v2f vert(appdata v) { v2f o; u_xlat0 = mul(unity_ObjectToWorld, v.vertex.xyz); o.vertex = UnityObjectToClipPos(u_xlat0); o.color = v.color; o.uv = v.uv; 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); col = fixed4(1,1,1,1); return col; } ENDCG } Pass //ADD COLORS { Cull Off // make double sided Blend SrcAlpha OneMinusSrcAlpha BlendOp Max AlphaToMask On 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; sampler2D _Alpha; fixed4 _ColorTint; float4 u_xlat0; v2f vert(appdata v) { v2f o; u_xlat0 = mul(unity_ObjectToWorld, v.vertex.xyz); o.vertex = UnityObjectToClipPos(u_xlat0); o.uv = v.uv; // just pass through with no scale/offset 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 = fixed4(col.a,col.a,col.a,col.a); return col; } ENDCG } } }