Shader "Unlit/ScreenPos" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; //UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; float4 pos : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); //UNITY_TRANSFER_FOG(o,o.vertex); o.pos = ComputeScreenPos(o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture //i.pos.y = 1 - i.pos.y; float2 uvv = i.pos.xy/i.pos.w; fixed4 col = tex2D(_MainTex, uvv); col.g *= step(0.5,frac(10*(i.uv.x+i.uv.y+_Time.x))); col.b *= step(0.5,frac(10*(i.uv.x+i.uv.y+_Time.x))); //col.r=0; // apply fog //UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }