Shader "EasyHDRP/Simple Texture Fade" { Properties { _MainTex("Texture", 2D) = "white" {} _Fade("Fade", Range(0.0,1.0)) = 1.0 _Tile("Tile", Vector) = (1.0,1.0,1.0,1.0) } HLSLINCLUDE #pragma target 4.5 #define MESH_HAS_UV #define SHADER_CUSTOM_VERTEX customVert #include "Assets/Shaders/EasyHDRP/EasyHDRP.hlsl" sampler2D _MainTex; float _Fade; float4 _Tile; v2f customVert(v2f i) { i.uv.xy *= _Tile.xy; return i; } float4 frag(v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.uv.xy); col.a *= _Fade; return col; } ENDHLSL SubShader { Tags { "Queue" = "Transparent" } Pass { Name "" Tags{ "LightMode" = "ForwardOnly" } Blend SrcAlpha One ZWrite off HLSLPROGRAM #pragma vertex vert #pragma fragment frag ENDHLSL } Pass { Name "" Tags{ "LightMode" = "DepthForwardOnly" } HLSLPROGRAM #pragma vertex vert #pragma fragment frag ENDHLSL } } }