Shader "harry_t/additive_screen" { Properties { _MainTex ("Texture", 2D) = "white" {} _Noise ("Clouds", 2D) = "white" {} } SubShader { Tags { "Queue" = "Transparent" } ZWrite Off Cull Off Pass { Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float3 uv1 : TEXCOORD1; float4 vertex : SV_POSITION; }; sampler2D _MainTex; sampler2D _Noise; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.uv1 = mul( unity_ObjectToWorld, v.vertex ); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); fixed4 noise = tex2D(_Noise, i.uv1.yz + float2( _Time.x, 0.0 )); return col * noise.r * 1.5; } ENDCG } } }