Shader "BlendedDecal" { Properties { _Color ("Tint", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} } SubShader { Lighting Off ZTest LEqual ZWrite Off Tags {"Queue" = "Transparent"} Pass { Alphatest Greater 0 Blend SrcAlpha OneMinusSrcAlpha Offset -1, -1 SetTexture [_MainTex] { ConstantColor[_Color] Combine texture * constant } } } }