Shader "UI/Prerendered" { Properties { _MainTex("Texture", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} Blend One OneMinusSrcAlpha, Zero Zero Cull Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ ALPHA_SQUARED #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord); #if ALPHA_SQUARED // prerended UI will have a = Alpha * SrcAlpha, so we need to sqrt // to get the original alpha value col.a = sqrt(col.a); #endif // It should be noted that with Gamma lighting on PC, // the blend will result in not correct colors of transparent // portions of the overlay col *= _Color; return col; } ENDCG } } }