/*Shader "Custom/Joystick" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _TintColor("Color Tint", Color) = (1,1,1,1) } SubShader { Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma surface surf Lambert float4 _TintColor; sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { float c = tex2D (_MainTex, IN.uv_MainTex).a; o.Albedo = _TintColor.rgb; o.Alpha = c * _TintColor.a; } ENDCG } FallBack "Diffuse" }*/ Shader "Custom/Joystick" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _TintColor("Color Tint", Color) = (1,1,1,1) } SubShader { Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 _TintColor; sampler2D _MainTex; struct v2f { float4 pos : SV_POSITION; float3 tc : COLOR0; }; v2f vert (appdata_base v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.tc = v.texcoord; return o; } half4 frag (v2f i) : COLOR { float c = tex2D (_MainTex, i.tc).a; return float4(_TintColor.rgb, c * _TintColor.a); } ENDCG } } Fallback "VertexLit" }