Shader "Custom/AdditiveMask" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _Mask ("Culling Mask", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range (.01,1)) = 0.1 } SubShader { //Alphatest Greater 0 Tags {"Queue"="Transparent"} Lighting off Blend SrcAlpha OneMinusSrcAlpha AlphaTest GEqual [_Cutoff] Color [_Color] Cull off ZWrite off Pass { SetTexture [_Mask] { constantColor [_Color] combine texture * constant } SetTexture [_MainTex] { combine texture * previous DOUBLE } } } FallBack "VertexLit" }