to making dots effect you can sample your texture by screen space-mapped texture sample or dithering.
I wrote this shader without Amplify:
Shader "Custom/Mario/BedhindWall"DotsBehindWall" {
Properties {
_XRayColor_MainTex ("XRayColor""Albedo (RGB)", Color2D) = (0.3,0.3,0.3,1)
"white" {}
_MainTex ("Albedo _Dots(RGB)""Dots", 2D) = "white" {}
_Size("Size",Vector) = (1,1,1,1)
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
GrabPass
{
"_BackgroundTexture"
}
ZWrite Off
ZTest Greater
Pass
{
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;
};
float4 grabPos : TEXCOORD1;
sampler2D _MainTex; };
float4sampler2D _MainTex_ST;_MainTex,_Dots;
float4 _XRayColor;_MainTex_ST;
float4 _Size;
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 frag (v2f i) :float2 SV_Targetscreen = i.vertex.xy/_ScreenParams.xy;
{ float4 tex = tex2D(_Dots, screen /_Size);
return _XRayColor;tex;
}
ENDCG
}
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}



