Shader "FX/MatcapDiffuse_Alpha" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _MatCap ("MatCap (RGB)", 2D) = "white" {} _Alpha ("Alpha", float) = 0.5 } Subshader { Blend SrcAlpha OneMinusSrcAlpha Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} Cull Back Fog { Mode Off } Pass { Name "BASE" Tags { "LightMode" = "ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile LIGHTMAP_ON LIGHTMAP_OFF #include "UnityCG.cginc" uniform sampler2D _MatCap; uniform sampler2D _MainTex; uniform fixed4 _MainTex_ST; uniform fixed _Alpha; struct v2f { fixed4 pos : SV_POSITION; fixed2 uv : TEXCOORD0; fixed2 cap : TEXCOORD3; }; v2f vert (appdata_full v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); fixed2 capCoord; capCoord.x = dot(UNITY_MATRIX_IT_MV[0].xyz, v.normal); capCoord.y = dot(UNITY_MATRIX_IT_MV[1].xyz, v.normal); o.cap = capCoord * 0.5 + 0.5; return o; } float4 frag (v2f i) : COLOR { fixed4 tex = tex2D(_MainTex, i.uv.xy); fixed4 matcapLookup = tex2D(_MatCap, i.cap); // matcapLookup.a = tex.a; tex *= matcapLookup * 2.0; tex.a = _Alpha; return tex; } ENDCG } } }