Shader "Carmen/Render Texture UI/Always On Top" { Properties { _MainTex ("Logo Image", 2D) = "white" {} _Color ("Colour", Color) = (1.0, 1.0, 1.0, 1.0) } SubShader { Tags { "Queue"="Overlay" "RenderType"="Transparent" "CanUseSpriteAtlas"="True" } LOD 200 Pass { Cull Back Lighting Off Blend SrcAlpha OneMinusSrcAlpha ZWrite Off ZTest Always CGPROGRAM #include "UnityCG.cginc" #pragma target 4.5 #pragma vertex vert #pragma fragment frag UNITY_DECLARE_TEX2D(_MainTex); float4 _MainTex_ST; half4 _Color; struct Data { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct V2F { float4 position : SV_POSITION; float2 uv : TEXCOORD0; }; V2F vert(Data v) { V2F o; o.position = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(V2F i) : SV_TARGET { return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * _Color; } ENDCG } } FallBack "Diffuse" }