Shader "Hidden/Internal-GUITexture" { Properties { _MainTex ("Texture", any) = "" {} } SubShader { Tags { "ForceSupported" = "True" "RenderType"="Overlay" } Lighting Off Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #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; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; sampler2D _MainTex; uniform float4 _MainTex_ST; v2f vert (appdata_t v) { v2f 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 } } Fallback off }