Shader "Hidden/BlendOneOne" { Properties { _MainTex ("-", 2D) = "" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; half4 _MainTex_ST; half _Intensity; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); return o; } half4 frag(v2f i) : SV_Target { return tex2D(_MainTex, i.uv) * _Intensity; } ENDCG Subshader { Pass { BlendOp Add Blend One One ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } Fallback off }