Hi, I have no idea how simple is to achieve what I'm looking, I did some basic Legacy shaders (the ones with SetTexture), I don't know much about how turning them into fragment shaders so just wanted to know if I can do like the transparent cutout shaders with one of these? just adding the slider and "erasing" the ones that have transparency as I move the slider, my shader is just a dual texture one, one in each UV set, so I want to edit the second one, I mean apply the alpha cutout just to the second texture but have no clue how, this is the shader: Code (CSharp): Shader "Custom/Decal (2 UV sets)" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _DecalTex ("Decal (RGBA)", 2D) = "white" {} //<---this is the second texture, which supports tranparency } SubShader { Tags { "RenderType"="Opaque" } Material { Diffuse [_Color] Ambient [_Color] } Pass { BindChannels { Bind "Vertex", vertex Bind "normal", normal Bind "texcoord", texcoord0 // main uses 1st uv Bind "texcoord1", texcoord1 // decal uses 2nd uv } Lighting On ColorMaterial AmbientAndDiffuse SetTexture [_MainTex] {combine texture} SetTexture [_DecalTex] {combine texture lerp (texture) previous} SetTexture [_MainTex] {combine previous * primary DOUBLE} //vertex colouring } } Fallback " VertexLit", 1 } Thanks a lot!