My issue, is that its showing black blocks around the character Code (CSharp): Shader "Custom/ColorTint" { Properties { _MainTex("Particle Texture", 2D) = "white" {} _Color("Particle Color", Color) = (1.0, 1.0, 1.0, 1.0) _TintColorRed("Tint Color Red", Color) = (0.5,0.5,0.5,0.5) _TintColorGreen("Tint Color Green", Color) = (0.5,0.5,0.5,0.5) _TintColorBlue("Tint Color Blue", Color) = (0.5,0.5,0.5,0.5) } Category { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentation ARB_presision_hunt_fastest #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColorRed; fixed4 _TintColorGreen; fixed4 _TintColorBlue; struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; float4 _MainTex_ST; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } sampler2D _CameraDepthTexture; float _InvFade; fixed4 frag(v2f i) : COLOR { float4 baseColor = tex2D(_MainTex, i.texcoord); float alpha = baseColor.a; baseColor = alpha * (baseColor.r * _TintColorRed + baseColor.g * _TintColorGreen + baseColor.b * _TintColorBlue); baseColor.a = 1.0f - step(alpha, 0.1); return baseColor; } ENDCG } } }