Shader "Custom/Ghost"
{
    Properties
    {
        _Color("Color", Color) = (1,1,1,1)
        _MainTex("Albedo (RGB)", 2D) = "white" {}
    }

    SubShader
    {
        Tags {"RenderType" = "Transparent" "Queue" = "Transparent+1"}
        LOD 200

        Pass 
        {
            ColorMask 0
        }

        ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask RGB

        CGPROGRAM

        #pragma surface surf Standard fullforwardshadows alpha:fade
        #pragma target 3.0

        sampler2D _MainTex;

        struct Input 
        {
            float2 uv_MainTex;
        };

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;

        void surf(Input IN, inout SurfaceOutputStandard o)
        {
            fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Standard"
}