Shader "Unlit/AlphaPremultiplied" { Properties { _MainTex ("Texture", 2D) = "white" {} yFlip ("display name", Int) = 0 } SubShader { Tags { "RenderType"="Opeque" } LOD 100 Blend One Zero //Blend One OneMinusSrcAlpha 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; }; sampler2D _MainTex; float4 _MainTex_ST; int yFlip; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture float2 uv = i.uv; if (yFlip == 1) uv = i.uv*float2(1.0, -1.0) + float2(0.0, 1.0); fixed4 col = tex2D(_MainTex, uv); col.rgb *= col.a; return col; } ENDCG } } }