Shader "AR/BeerShader_2" { Properties { _MainTex ("Beer Texture", 2D) = "white" {} } SubShader { Tags { "Queue"="Geometry-100" } ZWrite On ColorMask 0 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag fixed4 _Color; struct Input { float4 position : POSITION; float4 color : COLOR; float2 coord : TEXCOORD0; }; struct VertexToFragment { float4 position : SV_POSITION; float4 color : COLOR; half2 coord : TEXCOORD0; }; VertexToFragment vert(Input IN) { VertexToFragment OUT; OUT.position = UnityObjectToClipPos( IN.position); OUT.color = IN.color; OUT.coord = IN.coord; return OUT; } sampler2D _MainTex; fixed4 frag(VertexToFragment IN) : SV_Target { fixed4 c = tex2D(_MainTex, IN.coord) * IN.color; if (c.r == 0) { discard; } return IN.color; } ENDCG } } }