Shader "Custom/MaskedShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _AlphaVideo ("Alpha Video", 2D) = "white" {} } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 100 Pass { Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; sampler2D _AlphaVideo; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); fixed alpha = tex2D(_AlphaVideo, i.uv).r; // Assuming the alpha is in the red channel return fixed4(col.rgb, alpha); } ENDCG } } }