Shader "UltimateXR/Basic Unlit/Overlay Fade" { Properties { _Color("Color", Color) = (1, 1, 1, 1) } SubShader { Tags{ "Queue" = "Overlay+1000" "RenderType" = "Transparent" "IgnoreProjector" = "True" } LOD 100 Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off ZTest Always CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : POSITION; UNITY_VERTEX_OUTPUT_STEREO }; float4 _Color; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return _Color; } ENDCG } } }