Shader "Game/FullScreen" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "black" {} _Tex2 ("Base2 (RGB) Trans (A)", 2D) = "black" {} } SubShader { Pass { Tags {"Queue"="Background" "IgnoreProjector"="True" "RenderType"="Background"} ZWrite Off Cull Off Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _Tex2; struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; struct v2f { float4 pos : POSITION; float2 texcoord : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; float4 _MainTex_ST; float4 _Tex2_ST; v2f vert (appdata v) { v2f o; o.texcoord = v.texcoord; o.texcoord1 = v.texcoord1; o.pos = v.vertex; #if UNITY_UV_STARTS_AT_TOP o.pos.y = -o.pos.y; #endif #if SHADER_API_D3D9 || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_GLCORE o.pos.z = 1; #else o.pos.z = 0; #endif o.pos.w = 1; return o; } half4 frag (v2f i) : COLOR { half4 col1 = tex2D(_MainTex, i.texcoord); half4 col2 = tex2D(_Tex2, i.texcoord1); col1.rgb *= col1.a; col1.rgb *= (1-col2.a); col2.rgb *= col2.a; col1.a = 1; col2.a = 1; return col1 + col2; } ENDCG } } }