Shader "Infinity Code/Online Maps/Tileset DrawingElement Z Offset" { Properties { _Color("Main Color", Color) = (1,1,1,1) _MainTex("Base (RGB) Trans (A)", 2D) = "white" {} } SubShader { Tags {"Queue" = "Transparent-50" "IgnoreProjector" = "True" "RenderType" = "Transparent"} LOD 200 Offset -1, -100000 CGPROGRAM #pragma surface surf Lambert alpha sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; float2 uv_TrafficTex; }; void surf(Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); fixed3 ct = c.rgb; ct = ct * _Color; o.Albedo = ct; o.Alpha = c.a * _Color.a; } ENDCG } Fallback "Transparent/VertexLit" }