Shader "Unlit/Text" { Properties { _MainTex ("Alpha (A)", 2D) = "white" {} } SubShader { LOD 200 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "DisableBatching" = "True" } Cull Off Lighting Off ZWrite Off Offset -1, -1 Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; half4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; half4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = v.texcoord; o.color = v.color; return o; } half4 frag (v2f i) : SV_Target { half4 col = i.color; col.a *= tex2D(_MainTex, i.texcoord).a; return col; } ENDCG } } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching" = "True" } Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } Pass { SetTexture [_MainTex] { combine primary, texture } } } }