Shader "UDEXREAL/VirtualHandShader" { Properties { _MainTex("Base (RGB) Alpha (A)", 2D) = "white" {} _Color("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5) } SubShader { Tags{"Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" "PreviewType" = "Plane"} LOD 100 Blend SrcAlpha OneMinusSrcAlpha Cull Back Lighting Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { return _Color * tex2D(_MainTex, i.uv); } ENDCG } } }