Shader "Hidden/Ultimate/FlareMask" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _MaskTex ("Base (RGB)", 2D) = "white" {} } Subshader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { half4 pos : SV_POSITION; half2 uv : TEXCOORD0; }; v2f vert( appdata_img v ) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord.xy; return o; } sampler2D _MainTex; sampler2D _MaskTex; fixed4 frag(v2f i):COLOR { return tex2D(_MainTex, i.uv) * tex2D(_MaskTex, i.uv).r; } ENDCG } } FallBack "Diffuse" }