Shader "Custom/Invert" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 200 Blend OneMinusDstColor Zero PASS { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 Alpha:Blend struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; fixed4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = float2(0,0); return o; } fixed4 frag (v2f i) : SV_Target { return _Color; } ENDCG } } FallBack "Diffuse" }