Shader "Unlit/TaSTT_Backplate" { Properties { _MainTex ("Texture", 2D) = "black" {} } SubShader { Tags { "RenderType"="Opaque" "Queue"="AlphaTest-1"} LOD 100 Pass { Blend SrcAlpha OneMinusSrcAlpha Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; Texture2D _MainTex; SamplerState sampler_linear_repeat; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = 1.0 - v.uv; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 result = _MainTex.Sample(sampler_linear_repeat, i.uv); result.a = 1.0; return result; } ENDCG } } }