Shader "Unlit/channelModulation_Shader" { Properties { _MainTex ("Texture", 2D) = "white" {} [HDR] _Color("Color1", Color)=(1, 0, 0, 0) [HDR] _Color2("Color2", Color)=(1, 0, 0, 0) _AlphaOffset("AlphaOffset", Float)=1 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } Cull Off Blend SrcAlpha One ZWrite Off LOD 100 Pass { 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 vertexColor : COLOR; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; float4 vertexColor : COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; float4 _Color2; float _AlphaOffset; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.vertexColor = v.vertexColor; o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 tex = tex2D(_MainTex, i.uv); fixed3 col = lerp(_Color2.rgb, _Color.rgb ,tex.g) + fixed3(1, 1, 1)*tex.r; return fixed4(col.rgb*i.vertexColor.rgb, (tex.r+ tex.g)*i.vertexColor.a); } ENDCG } } }