is there anyway to make this shader actually work? I'm having an error Shader error in '': Parse error: syntax error, unexpected TVAL_ID, expecting TOK_SETTEXTURE or '}' at line 14 Code (CSharp): Shader "TurboChilli/Unlit/Color/Advanced/Fogless Alpha +10" { Properties { _Color ("Color", Color) = (1,1,1,1) _Alpha ("Alpha", Float) = 0.75 } SubShader { LOD 200 Tags { "LIGHTMODE"="Always" "QUEUE"="Transparent+10" "IGNOREPROJECTOR"="true" } Pass { Name "FORWARD" Tags { "LIGHTMODE"="Always" "QUEUE"="Transparent+10" "IGNOREPROJECTOR"="true" } Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha Program "vp" { SubProgram "gles " { "!!GLES #ifdef VERTEX attribute vec4 _glesVertex; attribute vec4 _glesMultiTexCoord0; uniform highp mat4 glstate_matrix_mvp; uniform highp mat4 glstate_matrix_texture0; varying mediump vec2 xlv_TEXCOORD0; void main () { mediump vec2 tmpvar_1; tmpvar_1 = _glesMultiTexCoord0.xy; mediump vec2 tmpvar_2; highp vec2 tmpvar_3; highp vec2 inUV_4; inUV_4 = tmpvar_1; highp vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 0.0); tmpvar_5.xy = inUV_4; tmpvar_3 = (glstate_matrix_texture0 * tmpvar_5).xy; tmpvar_2 = tmpvar_3; gl_Position = (glstate_matrix_mvp * _glesVertex); xlv_TEXCOORD0 = tmpvar_2; } #endif #ifdef FRAGMENT uniform lowp vec4 _Color; uniform lowp float _Alpha; void main () { lowp vec4 colr_1; colr_1.xyz = _Color.xyz; colr_1.w = (_Color.w * _Alpha); gl_FragData[0] = colr_1; } #endif" } SubProgram "gles3 " { "!!GLES3#version 300 es #ifdef VERTEX in vec4 _glesVertex; in vec4 _glesMultiTexCoord0; uniform highp mat4 glstate_matrix_mvp; uniform highp mat4 glstate_matrix_texture0; out mediump vec2 xlv_TEXCOORD0; void main () { mediump vec2 tmpvar_1; tmpvar_1 = _glesMultiTexCoord0.xy; mediump vec2 tmpvar_2; highp vec2 tmpvar_3; highp vec2 inUV_4; inUV_4 = tmpvar_1; highp vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 0.0); tmpvar_5.xy = inUV_4; tmpvar_3 = (glstate_matrix_texture0 * tmpvar_5).xy; tmpvar_2 = tmpvar_3; gl_Position = (glstate_matrix_mvp * _glesVertex); xlv_TEXCOORD0 = tmpvar_2; } #endif #ifdef FRAGMENT layout(location=0) out mediump vec4 _glesFragData[4]; uniform lowp vec4 _Color; uniform lowp float _Alpha; void main () { lowp vec4 colr_1; colr_1.xyz = _Color.xyz; colr_1.w = (_Color.w * _Alpha); _glesFragData[0] = colr_1; } #endif" } } Program "fp" { SubProgram "gles " { "!!GLES" } SubProgram "gles3 " { "!!GLES3" } } } } Fallback "Unlit/Transparent Cutout" }