Shader "UI/BlackToTransparent" { Properties { _MainTex ("Texture", 2D) = "white" {} _Intensity ("Intensity", Range(0, 2)) = 1 } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" } Blend One One Cull Off Lighting Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; float _Intensity; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); col.rgb *= _Intensity; return col; } ENDCG } } }