なぜかunityが落ちるので供養にアップ
Shader "A-Sakura/Unlit" { Properties{ [MaterialToggle] _IsShow("IsShow",Float) = 1 _MainTex("MainTex",2D) = "white"{} _Color("Color",Color) = (1,0,0,1) } SubShader{ Tags{"Queue" = "Transparent+71" "RenderType" = "Transparent"} Blend SrcAlpha OneMinusSrcAlpha Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #pragma target 3.0 #pragma multi_compile_instancing struct appdata { float4 vertex:POSITION; float2 uv:TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos:SV_POSITION; float2 uv:TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; float4 _MainTex_ST; sampler2D _MainTex; //bool _IsShow; UNITY_INSTANCING_BUFFER_START(Props) UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color) UNITY_DEFINE_INSTANCED_PROP(bool, _IsShow) UNITY_INSTANCING_BUFFER_END(Props) v2f vert(appdata v){ v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) :SV_Target { UNITY_SETUP_INSTANCE_ID(i); if(!UNITY_ACCESS_INSTANCED_PROP(Props, _IsShow)){ clip(-1);return 0;} fixed4 c = UNITY_ACCESS_INSTANCED_PROP(Props, _Color); fixed alpha = tex2D(_MainTex,i.uv).a; return fixed4(c.rgb,alpha); } ENDCG }//Pass }//SubShader FallBack "Diffuse" }