Shader "Hidden/Camera Transitions/Glitch" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _SecondTex ("Second (RGB)", 2D) = "white" {} _T ("Amount", Range(0, 1)) = 1 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } Fallback "Transition Fallback" }