Shader "Unlit/Transparent Tint" { Properties { _Color ("Tint", Color) = (1, 1, 1, 0.5) } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent"} LOD 100 Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; }; fixed4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; return o; } fixed4 frag (v2f i) : SV_Target { return i.color * _Color; } ENDCG } } }