Shader "Zhanyou/TargetSelect" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Color("Color", color) = (1, 1, 1, 1) } SubShader { Tags {"Queue"="AlphaTest+53" "IgnoreProjector"="True" "RenderType"="Transparent"} ZWrite Off ZTest Off Blend SrcAlpha OneMinusSrcAlpha CGINCLUDE #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = _Color; col.a = tex2D(_MainTex, i.texcoord).a; return col; } ENDCG //Pass //{ // Stencil { // Ref 1 // Comp GEqual // } // // CGPROGRAM // ENDCG //} Pass { //Stencil { // Ref 1 // Comp NotEqual //} ZTest Always CGPROGRAM ENDCG } } }