Shader "Custom/CheckPointGTASA" { Properties { [MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1) } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "RenderPipeline" = "UniversalPipeline" } Pass { Blend One OneMinusSrcAlpha Cull Off ZClip True ZWrite Off HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; }; struct Varyings { float4 clipPos : SV_POSITION; float2 uv : TEXCOORD0; float3 normal : TEXCOORD1; }; Varyings vert(Attributes IN) { Varyings OUT; OUT.clipPos = TransformObjectToHClip(IN.vertex); OUT.uv = IN.uv; OUT.normal = IN.normal; return OUT; } float4 _BaseColor; half4 frag(Varyings IN) : SV_Target { if (IN.normal.y > 0) return float(0); float4 finalColor = _BaseColor; finalColor.a = IN.uv.y; return finalColor; } ENDHLSL } } }