Shader "Hidden/FadingOverlayShader" { Properties { _Color ("Main Color", Color) = (0.5,0.5,0.5,0.5) } SubShader { LOD 100 Tags { "Queue" = "Transparent+99" "IgnoreProjector" = "True" "RenderType" = "Transparent" } // No culling or depth Cull Off ZWrite Off ZTest Always // No lighting, non-premul alpha blend Lighting Off Fog { Mode Off } Offset -1, -1 Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; fixed4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = _Color; return col; } ENDCG } } }