Shader "Mine/fogTest" { Properties { _MainTex ("Texture", 2D) = "white" {} _AlphaScale("AlphaScale",Range(0,1)) = 1 _Color("ColorMain",Color) = (1,1,1,1) _Value1("Value1",Float) = 0 _Value2("Value2",Float) = 0 _Value3("Value3",Range(0,1)) = 1 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True" } LOD 100 Pass { ZWrite On ColorMask 0 } Pass { ZWrite off Blend SrcAlpha OneMinusSrcAlpha //Blend OneMinusDstColor One //Blend DstColor Zero CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 tangent :TANGENT; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; fixed4 color :COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; fixed _AlphaScale; fixed4 _Color; float _Value1; float _Value2; float _Value3; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.color = _Color*sin(v.vertex.x*_Value1+_WorldSpaceCameraPos.y-_Value2)*_Value3; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv)*_AlphaScale*i.color; // apply fog UNITY_APPLY_FOG(i.fogCoord, col); //col = col*_AlphaScale; return col; } ENDCG } } }