Shader "Custom/TransparentSingleColorShader" { Properties { _Color ("Color", Color) = (1.0, 1.0, 1.0, 1.0) } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha Cull Off LOD 200 CGPROGRAM #pragma surface surf Lambert fixed4 _Color; // Note: pointless texture coordinate. I couldn't get Unity (or Cg) // to accept an empty Input structure or omit the inputs. struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { o.Albedo = _Color.rgb; o.Emission = _Color.rgb; // * _Color.a; o.Alpha = _Color.a; } ENDCG } FallBack "Diffuse" }