Shader "Bakery/LightFilter" { Properties { _TransparencyLM ("Transmissive Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } Cull Off Blend DstColor Zero ZWrite Off LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _TransparencyLM; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; UNITY_TRANSFER_FOG(o,o.vertex); return o; } float4 frag (v2f i) : SV_Target { // sample the texture float4 color = tex2D(_TransparencyLM, i.uv); // apply fog UNITY_APPLY_FOG(i.fogCoord, color); return color; } ENDCG } } }