Shader "DungeonArchitect/Unlit/LinkHeadShader" { Properties { } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } LOD 100 Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.color = v.color; return o; } fixed4 frag (v2f i) : SV_Target { float distFromCenter = abs(i.uv.y - 0.5) * 2; float threshold = 1 - i.uv.x; return (distFromCenter < threshold) ? i.color : float4(0, 0, 0, 0); } ENDCG } } }