Shader "Hidden/ScreenSpaceFade" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGINCLUDE #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" sampler2D _MainTex; float3 blend_color; float amount; float4 frag(v2f_img i) : SV_Target { float4 scene_color = tex2D(_MainTex, i.uv); float3 col = scene_color * (1-amount) + blend_color * amount; return float4( col, 1.0 ); } ENDCG // (0) VRRenderCloud Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag ENDCG } } FallBack off }