Hi I have to create a shader to have a fill effect on a sprite renderer. I have this: Code (CSharp): Shader "Sprites/DefaultCutoff" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (0,0,0,0) _TransitionTex("Transition Texture", 2D) = "white" {} _Cutoff("Cutoff", Range(0, 1)) = 0 [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite Off //Blend SrcAlpha OneMinusSrcAlpha Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; fixed4 _Color; float _Cutoff; sampler2D _TransitionTex; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap(OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _AlphaTex; float _AlphaSplitEnabled; fixed4 SampleSpriteTexture(float2 uv) { fixed4 color = tex2D(_MainTex, uv); #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED if (_AlphaSplitEnabled) color.a = tex2D(_AlphaTex, uv).r; #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED return color; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color; c.rgb *= c.a; fixed4 transit = tex2D(_TransitionTex, IN.texcoord); if (transit.b > _Cutoff) c.a = 0; return c; } ENDCG } } } I get a very annoing line on the top of the sprite when the cutoff is more than 0.5.... How to solve this?