Shader "Hidden/VFXToolbox/ImageSequencer/PremultiplyAlpha" { Properties { _MainTex("Texture", 2D) = "white" {} _RemoveAlpha("_RemoveAlpha", Int) = 0 _AlphaValue("_AlphaValue", Float) = 1.0 } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always 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; }; sampler2D _MainTex; int _RemoveAlpha; float _AlphaValue; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } float4 frag(v2f i) : SV_Target { float4 color = tex2D(_MainTex, i.uv); color.rgb *= color.a; if(_RemoveAlpha) color.a = _AlphaValue; return color; } ENDCG } } }