Shader "FateStgShader" { Properties{ _MainTex("Albedo (RGB)", 2D) = "white" {} _AlphaTex("Alpha", 2D) = "white" {} _SubTex("Albedo (RGB)", 2D) = "white" {} _SubAlphaTex("Alpha", 2D) = "white" {} } // multiple render passes, in order to write to the zbuffer before drawing visible surfaces SubShader{ Tags { "Queue" = "Transparent" } Pass { ZWrite On Cull Off // make double sided ColorMask 0 // don't draw any color 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 _AlphaTex; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); 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(_AlphaTex, i.uv); col.a *= alph.r; clip(col.a - .97); // remove non-opaque pixels from writing to zbuffer return col; } ENDCG } Pass { ZWrite Off 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; sampler2D _AlphaTex; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); 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(_AlphaTex, i.uv); col.a = alph.r; return col; } ENDCG } } }