Shader "Custom/MySkillIconGrey" { Properties{ _MainTex("Base (RGB)", 2D) = "red" {} _FlashColor("Flash Color", Color) = (1,1,1,1) } SubShader { Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" } CGPROGRAM #pragma surface surf Lambert alpha exclude_path:prepass noforwardadd   sampler2D _MainTex; float4 _FlashColor; struct Input { half2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutput o) { half4 texCol = tex2D(_MainTex, IN.uv_MainTex); //o.Albedo = texCol; o.Albedo = texCol.rgb + _FlashColor.rgb; o.Albedo.r = texCol.rgb.r + texCol.rgb.g + texCol.rgb.b; //(texCol.rgb.r + texCol.rgb.g + texCol.rgb.b) / 3; //o.Albedo.g = //o.Albedo.b = //o.Alpha.r = 1; o.Alpha = texCol.a; //fixed4 col = tex2D(_MainTex, IN.uv); //col.rgb *= _Color.rgb; //o.Albedo = col.rgb; //UNITY_APPLY_FOG(i.fogCoord, col); } ENDCG } FallBack "Unlit/Transparent" }