Shader "UltimateXR/Examples/Mag Ammo Indicator" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color("Color", Color) = (1, 1, 1, 1) _Fill("Fill", Float) = 1 } SubShader { Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" } LOD 100 Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; half _Fill; 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); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.color = v.color; return o; } fixed4 frag (v2f i) : SV_Target { half4 tex = tex2D(_MainTex, i.uv); //return ((tex.r * tex.a) - (1 - _Fill)) < 0 ? half4(0, 0, 0, 0) : tex * _Color * i.color; return (tex.r - (1 - _Fill)) < 0 ? half4(0, 0, 0, 0) : tex * _Color * i.color; } ENDCG } } }