Vertex Color with fade effect

Hi Guys

I am not sure if this is even possible, but is there a way to use a pure Vertex Color shader but have the ability to “Fade” the object (or change its transparency). I can’t find a way to have the alpha set to say 0.5 to have the object semi transparent.

Please note I have no shader development skill and have tried merging lots of different solutions on the forum with this but cannot get it to work. Either the object completely disappears or it just doesn’t change.

Thanks in advance for any help :slight_smile:

The shader I am using for my vertex colour shader is the one from codeanimo website (This seems to work great for what I want but just no alpha capability)

    Properties{
        _MainTex("Base (Lightmapping Only)", 2D) = "white" {}// If this doesn't exist, Beast Lightmapper will complain
    }

    SubShader{
        LOD 100
        Pass {
            Tags { "LightMode" = "Vertex" }
           
            ColorMaterial AmbientAndDiffuse
            Lighting On
            SeparateSpecular On
           
            SetTexture [_MainTex] {
                combine primary + primary DOUBLE
            }
        }
       
        // Lightmapped, encoded as dLDR
        Pass {
            Tags { "LightMode" = "VertexLM" }
           
            BindChannels {
                Bind "Vertex", vertex
                Bind "normal", normal
                Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
                Bind "texcoord", texcoord1 // main uses 1st uv
            }
           
            SetTexture [unity_Lightmap] {
                matrix [unity_LightmapMatrix]
                combine texture
            }
            SetTexture [_MainTex] {
                combine primary + previous DOUBLE, primary
            }
        }
       
        // Lightmapped, encoded as RGBM
        Pass {
            Tags { "LightMode" = "VertexLMRGBM" }
           
            BindChannels {
                Bind "Vertex", vertex
                Bind "normal", normal
                Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
                Bind "texcoord1", texcoord1 // unused
                Bind "texcoord", texcoord2 // main uses 1st uv
            }
           
            SetTexture [unity_Lightmap] {
                matrix [unity_LightmapMatrix]
                combine texture * texture alpha DOUBLE
            }
            SetTexture [_MainTex] {
                combine previous QUAD, primary
            }
        }
       
    }

Your missing the blend mode. Unity - Manual: ShaderLab command: Blend