Shader "Map/Multiply" { Properties { _Color ("Color", Color) = (1, 1, 1, 1) _MainTex ("Texture", 2D) = "white" { } } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } LOD 100 Blend Zero SrcColor Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; fixed4 color : COLOR0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; fixed4 color : COLOR0; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.color = v.color; return o; } fixed4 frag (v2f i) : SV_Target { float a = i.color.a * _Color.a; fixed4 col = 1 - a * (1 - tex2D(_MainTex, i.uv) * i.color * _Color); return col; } ENDCG } } }