Shader "Custom/TransparentCoverShader" { Properties { _MainTex("Base (RGB) Alpha (A)", 2D) = "white" {} _Cutoff("Base Alpha cutoff", Range(0,.9)) = .5 } SubShader { Tags{ "Queue" = "Transparent+1" } Offset 0, -1 ColorMask 0 ZWrite On Pass { AlphaTest Greater[_Cutoff] SetTexture[_MainTex] { combine texture * primary, texture } } } }