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"
}