Shader "Hidden/ShowAlphaChannel" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _EdgeTex ("_EdgeTex", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform sampler2D _EdgeTex; uniform float4 _MainTex_TexelSize; float filterRadius; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } half4 frag (v2f i) : SV_Target { half4 color = tex2D(_MainTex, i.uv.xy); half edges = color.a; return edges; } ENDCG } } Fallback off }