Shader "Enviro3/Lightning" { Properties { _MainTex ("Texture", 2D) = "white" {} _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _Intensity("Brightness", float) = 250 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend One One ColorMask RGB Cull Off Lighting Off ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_particles #pragma multi_compile_fog #pragma exclude_renderers gles #include "UnityCG.cginc" sampler2D _MainTex; float4 _TintColor; float _Intensity; struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag (v2f i) : SV_Target { half4 col = tex2D(_MainTex, i.texcoord) * _TintColor; col.rgb *= _Intensity; col.rgb *= col.a; return col; } ENDCG } } } }