Shader "Custom/EnergyField" { Properties { _DiffuseColor ("Diffuse Color", Color) = (1.0,1.0,1.0,1.0) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Blend SrcAlpha OneMinusSrcAlpha Tags { "RenderType"="Transparent" "Queue" = "Transparent"} Cull Front CGPROGRAM #pragma surface surf Lambert float4 _DiffuseColor; sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex); o.Emission = _DiffuseColor.rgb; o.Alpha = c.r; } ENDCG Tags { "RenderType"="Transparent" "Queue" = "Transparent"} Cull Back CGPROGRAM #pragma surface surf Lambert float4 _DiffuseColor; sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex); o.Emission = _DiffuseColor.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }