Shader "Alembic/Points Transparent" { Properties { //_AlembicID("AlembicID", Float) = 0.0 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Int) = 4 [Enum(Off, 0, On, 1)] _ZWrite("ZWrite", Float) = 0 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend", Int) = 5 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend", Int) = 10 _Color("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" } ZTest[_ZTest] ZWrite[_ZWrite] Blend[_SrcBlend][_DstBlend] Lighting Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 4.5 #include "PointRenderer.cginc" fixed4 _Color; sampler2D _MainTex; struct appdata { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; uint iid : SV_InstanceID; }; struct v2f { float4 vertex : SV_POSITION; float4 texcoord : TEXCOORD0; }; v2f vert (appdata v) { UNITY_SETUP_INSTANCE_ID(v); float4 vertex = v.vertex; vertex = mul(mul(UNITY_MATRIX_VP, GetPointMatrix(v.iid)), vertex); v2f o; o.vertex = vertex; o.texcoord = v.texcoord; return o; } fixed4 frag (v2f IN) : SV_Target { fixed4 c = tex2D(_MainTex, IN.texcoord.xy) * _Color; return c; } ENDCG } } }