Shader "Custom/FogOfWar" { Properties { _MainTex ("Fog Texture", 2D) = "white" {} _FogColor ("Fog Color", Color) = (0,0,0,1) _ExploredColor ("Explored Color", Color) = (0,0,0,0.5) } SubShader { Tags { "Queue"="Transparent+100" "RenderType"="Transparent" "IgnoreProjector"="True" } LOD 100 Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #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; fixed4 _FogColor; fixed4 _ExploredColor; 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 { fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } }