This shader can give the object a solid color. And the alpha value can be adjusted by adjusting transparency. In Unity4.0 test without any problems. . . Shader "Custom / TransparentSingleColorShader" { Properties { _Color ("Color", Color) = (1.0, 1.0, 1.0, 1.0) } SubShader { Tags {"RenderType" = "Transparent" "Queue" = "Transparent"} Blend SrcAlpha OneMinusSrcAlpha cull Off LOD 200 CGPROGRAM # pragma Surface Surf Lambert fixed4 _Color; / / Note: pointless Texture coordinate. I Could not GET Unity (or Cg) / / to accept an empty or omit the Inputs Input Structure. struct Input { float2 uv_MainTex; }; void Surf (Input IN, inout SurfaceOutput O) { o.Albedo = _Color.rgb; o.Emission = _Color.rgb; / / * _Color.a; o.Alpha = _Color.a; } ENDCG } FallBack "Diffuse" }