Shader "Myshader/Dissolve" { Properties { _MainTex ("Texture", 2D) = "white" {} _BurnMap ("BurnMap",2D) ="white" {} _BurnAmount("BurnAmount",Range(0,1))=0 } SubShader { Tags {"Queue"="Transparent" "RenderType" = "Opaque" "IgnoreProjectot"="true" } Pass { ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct a2v { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uvMainTex : TEXCOORD0; float2 uvBurnMap : TEXCOORD2; }; sampler2D _MainTex; sampler2D _BurnMap; float _BurnAmount; float4 _MainTex_ST; float4 _BurnMap_ST; v2f vert (a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uvMainTex = TRANSFORM_TEX(v.texcoord, _MainTex); o.uvBurnMap = TRANSFORM_TEX(v.texcoord, _BurnMap); return o; } fixed4 frag (v2f i) : SV_Target { fixed3 burn= tex2D(_BurnMap,i.uvBurnMap).rgb; fixed4 col = tex2D(_MainTex, i.uvMainTex); clip(burn.r - _BurnAmount); return col; } ENDCG } } }