Shader "UltraCombos/Frozen/Unlit/Texture" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Color("Color",Color) = (1,1,1,1) [Toggle] _isGamma("is Gamma", Float) = 0 } SubShader { //Tags { "RenderType"="Opaque" } Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" } LOD 100 ZWrite Off Cull off // Blend SrcAlpha OneMinusSrcAlpha //Blend One OneMinusSrcAlpha Blend SrcAlpha OneMinusSrcAlpha, Zero One Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; float _Rate; float _isGamma; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 frag_color = tex2D(_MainTex, i.uv); frag_color.rgb = lerp(frag_color.rgb, GammaToLinearSpace(frag_color.rgb), _isGamma); return frag_color * _Color; } ENDCG } } }