Shader "Sprites/Diffuse" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha CGPROGRAM #pragma surface surf Lambert vertex:vert nofog keepalpha #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA sampler2D _MainTex; fixed4 _Color; sampler2D _AlphaTex; struct Input { float2 uv_MainTex; fixed4 color; }; void vert (inout appdata_full v, out Input o) { #if defined(PIXELSNAP_ON) v.vertex = UnityPixelSnap (v.vertex); #endif UNITY_INITIALIZE_OUTPUT(Input, o); o.color = v.color * _Color; } fixed4 SampleSpriteTexture (float2 uv) { fixed4 color = tex2D (_MainTex, uv); #if ETC1_EXTERNAL_ALPHA color.a = tex2D (_AlphaTex, uv).r; #endif //ETC1_EXTERNAL_ALPHA return color; } void surf (Input IN, inout SurfaceOutput o) { fixed4 c = SampleSpriteTexture (IN.uv_MainTex) * IN.color; o.Albedo = c.rgb * c.a; o.Alpha = c.a; } ENDCG } Fallback "Transparent/VertexLit" }