Shader "Hidden/GlowCompose" { Properties { _Color ("Glow Amount", Color) = (1,1,1,1) _MainTex ("", 2D) = "white" {} } Category { ZTest Always Cull Off ZWrite Off Blend One One Subshader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; half2 uv : TEXCOORD0; }; float4 _MainTex_TexelSize; float4 _BlurOffsets; v2f vert (appdata_img v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord.xy); return o; } sampler2D _MainTex; fixed4 _Color; fixed4 frag( v2f i ) : SV_Target { return 2.0f * _Color * tex2D( _MainTex, i.uv ); } ENDCG } } SubShader { Pass { SetTexture [_MainTex] {constantColor [_Color] combine constant * texture DOUBLE} } } } Fallback off }