Shader "Env/beAttackColor"{ Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _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.rgb + _FlashColor.rgb; o.Alpha = texCol.a; } ENDCG } FallBack "Unlit/Transparent" }