Shader "harry_t/twoframe" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "Queue" = "Transparent" } ZWrite Off Cull Off Pass { Blend One One 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 _MainTex; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv * float2( 0.5, 1.0 ) + float2( 0.5, 0.0 ) * fmod(floor(_Time.x * 20.0), 2); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }