Shader "Hidden/ftOverlapTest" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Blend One One Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float uvSet; struct appdata { float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; float2 uv = uvSet > 0.0f ? v.uv1 : v.uv0; o.vertex = float4(uv*2-1, 0.5, 1); return o; } fixed4 frag (v2f i) : SV_Target { return float4(1,1,1,1) * (1.0f / 255.0f); } ENDCG } } }