Shader "Unlit/Dynamic Font" { Properties { _MainTex ("Alpha (A)", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Cull Off Lighting Off ZWrite Off Fog { Mode Off } Offset -1, -1 AlphaTest Greater .01 Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; sampler2D _MainTex; uniform float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag (v2f i) : COLOR { fixed4 col = i.color; col.a *= tex2D(_MainTex, i.texcoord).a; return col; } ENDCG } } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } Pass { SetTexture [_MainTex] { constantColor [_Color] combine constant * primary, constant * texture } } } }