Shader "Hidden/SoftMask" { SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 100 Cull Off ZWrite Off Blend SrcAlpha One ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" sampler2D _MainTex; float _Softness; float _Alpha; fixed4 frag (v2f_img i) : SV_Target { return saturate(tex2D(_MainTex, i.uv).a/_Softness) * _Alpha; } ENDCG } } }