Shader "Hidden/LensFlareCreate" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv[4] : TEXCOORD0; }; fixed4 colorA; fixed4 colorB; fixed4 colorC; fixed4 colorD; sampler2D _MainTex; half4 _MainTex_ST; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv[0] = UnityStereoScreenSpaceUVAdjust(( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5, _MainTex_ST); o.uv[1] = UnityStereoScreenSpaceUVAdjust(( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5, _MainTex_ST); o.uv[2] = UnityStereoScreenSpaceUVAdjust(( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5, _MainTex_ST); o.uv[3] = UnityStereoScreenSpaceUVAdjust(( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5, _MainTex_ST); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 color = float4 (0,0,0,0); color += tex2D(_MainTex, i.uv[0] ) * colorA; color += tex2D(_MainTex, i.uv[1] ) * colorB; color += tex2D(_MainTex, i.uv[2] ) * colorC; color += tex2D(_MainTex, i.uv[3] ) * colorD; return color; } ENDCG Subshader { Blend One One Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } Fallback off } // shader