Shader "CompassNavigatorPro/Sprite Overlay Unlit" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent+100" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="LODFading" } Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; half4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; half4 color : COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _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 { half4 col = tex2D(_MainTex, i.uv) * i.color; col *= _Color; return col; } ENDCG } } FallBack Off }