Shader "UltimateXR/Video/Video RGB (Top) + Alpha (Bottom) Additive" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color("Color", Color) = (1, 1, 1, 1) } SubShader { Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" } LOD 100 Pass { Blend SrcAlpha One CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; }; struct v2f { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.color = v.color; return o; } fixed4 frag (v2f i) : SV_Target { #if UNITY_UV_STARTS_AT_TOP float4 rgb = tex2D(_MainTex, half2(i.uv.x, (i.uv.y * 0.5) + 0.5)) *_Color * i.color; float a = tex2D(_MainTex, half2(i.uv.x, i.uv.y * 0.5)).r * _Color.a * i.color.a; #else float4 rgb = tex2D(_MainTex, half2(i.uv.x, i.uv.y * 0.5)) *_Color * i.color; float a = tex2D(_MainTex, half2(i.uv.x, (i.uv.y * 0.5) + 0.5)).r * _Color.a * i.color.a; #endif return float4(rgb.rgb, a); } ENDCG } } }