Shader "UIWidgets/GUITexture" { Properties { _MainTex ("Texture", any) = "" {} } CGINCLUDE #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; uniform float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag (v2f i) : SV_Target { return 2.0f * tex2D(_MainTex, i.texcoord) * i.color; } ENDCG SubShader { Tags { "RenderType"="Overlay" } Lighting Off Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM ENDCG } } SubShader { Tags { "RenderType"="Overlay" } Lighting Off Blend One OneMinusSrcAlpha Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM ENDCG } } Fallback off }