// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Mapbox/Raster With Transparency" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "blue" {} _Alpha ("Alpha", Float) = 1 } Category { Tags { "Queue"="Transparent" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha Cull Off Lighting Off ZWrite Off SubShader { Pass { BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; float _Alpha; float4 _MainTex_ST; fixed4 _Color; struct vertexIn { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; fixed4 color : COLOR; }; struct vertexOut { float4 pos : SV_POSITION; float2 uv : UV_COORD0; float4 color : COLOR; float2 screenspaceUv : UV_COORD1; }; vertexOut vert(vertexIn v) { vertexOut o; o.pos = UnityObjectToClipPos (v.vertex); o.color = v.color; o.uv = v.texcoord.xy; o.screenspaceUv = o.pos.xy; return o; } fixed4 frag(vertexOut o) : SV_Target { float2 uv = TRANSFORM_TEX(o.uv, _MainTex); fixed4 texColor = tex2D(_MainTex, uv); fixed4 color = o.color * texColor; // check how much color used for transparency equals c.rgb in range 0..1 // 1=no match, 0=full match fixed3 delta = texColor.rgb - _Color.rgb; float match = dot(delta,delta); float threshold = step(match,0.1); color.a = (1 - ((threshold) * (1 -_Color.a))) * _Alpha; return color; } ENDCG } } } FallBack "Diffuse" }