Shader "Imagine/Screenshot" { Properties { _BaseTexture ("Base Texture", 2D) = "white" {} _OverlayTexture ("Overlay Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _BaseTexture; sampler2D _OverlayTexture; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 baseColor = tex2D(_BaseTexture, i.uv); fixed4 overlayColor = tex2D(_OverlayTexture, i.uv); float a = overlayColor.a; fixed4 finalColor = baseColor * (1-a) + overlayColor * a; return finalColor; } ENDCG } } }