Shader "CrestOldRF4/Ocean Surface Alpha" { Properties { _MainTex ("Texture", 2D) = "white" {} [Normal] _BumpMap ("Normal Map", 2D) = "bump" {} _BumpScale ("Scale", Float) = 1 _Glossiness ("Smoothness", 2D) = "black" {} _ColorTexTiling ("Color tex tiling", Range(0.01, 10)) = 1 _ColorTint ("Tint", Vector) = (1,1,1,1) _Alpha ("Alpha Multiplier", Range(0, 1)) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _BlendModeSrc ("Src Blend Mode", Float) = 5 [Enum(UnityEngine.Rendering.BlendMode)] _BlendModeTgt ("Tgt Blend Mode", Float) = 10 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } }