Shader "ZED/Planetarium/SaturnRings" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) } SubShader { Cull Off Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha Pass { Stencil{ Ref 148 Comp Always Pass replace } 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; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv)*_Color; // apply fog return col; } ENDCG } } }