// Unlit alpha-blended shader. // - no lighting // - no lightmap support // - no per-material color Shader "Hidden/Ultimate/BokehTexture" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Intensity ("Intensity", Float) = 1 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 100 Cull Off ZWrite Off //Blend SrcAlpha One Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" float4x4 _MeshProjectionMatrix; float4x4 _MeshTransformationMatrix; half _Intensity; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; half4 _Tint; v2f vert (appdata_full v) { v2f o; //o.vertex = mul(_MeshTransformationMatrix, v.vertex); //o.vertex = mul(_MeshProjectionMatrix, v.vertex); o.vertex = v.vertex; o.texcoord = v.texcoord; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord); col.xyz *= _Tint; col.a *= _Intensity; return col; } ENDCG } } }