Shader "NRSDK/AlphaBlend " { Properties { _MainTex("_MainTex", 2D) = "white" {} _BcakGroundTex("_BcakGroundTex", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" } LOD 100 ZTest Always ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #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; sampler2D _BcakGroundTex; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); fixed2 uv = fixed2(i.uv.x, 1 - i.uv.y); fixed4 col_bg = tex2D(_BcakGroundTex, uv); fixed3 col_tex = lerp(col_bg.rgb, col.rgb, col.a); return fixed4(col_tex,1); } ENDCG } } }