Shader "Hidden/Internal-Flare" { SubShader { Tags {"RenderType"="Overlay"} ZWrite Off ZTest Always Cull Off Blend One One ColorMask RGB Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" sampler2D _FlareTexture; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; float4 _FlareTexture_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord, _FlareTexture); return o; } fixed4 frag (v2f i) : SV_Target { return tex2D(_FlareTexture, i.texcoord) * i.color; } ENDCG } } }