Shader "Fog Volume/RT viewers/RT_Opacity" { Properties{ _MainTex("Base", 2D) = "" {} RT_Opacity("RT_Opacity", 2D) = "" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D RT_Opacity; float4 RT_Opacity_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, RT_Opacity); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(RT_Opacity, i.uv); //return col; return 1-col.r; } ENDCG } } }