Shader "Hidden/ScreenFaderComposite" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv0 : TEXCOORD0; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv0 = v.uv; return o; } sampler2D _MainTex; half4 _MainTex_ST; fixed4 _FadeColour; fixed4 frag (v2f i) : SV_Target { fixed4 colour = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv0, _MainTex_ST)); colour.xyz = colour.xyz * (1.0 - _FadeColour.a) + _FadeColour.xyz * _FadeColour.a; return colour; } ENDCG } } }