1 Shader "Hidden/BlendOneOne" {
2     Properties {
3         _MainTex (
"-", 2D) = "" {}
4     }
5     
6     CGINCLUDE
7
8     #include
"UnityCG.cginc"
9     
10     
struct v2f {
11         float4 pos : SV_POSITION;
12         float2 uv : TEXCOORD0;
13     };
14         
15     sampler2D _MainTex;
16     half _Intensity;
17         
18     v2f vert( appdata_img v ) {
19         v2f o;
20         o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
21         o.uv = v.texcoord.xy;
22         
return o;
23     }
24     
25     half4 frag(v2f i) : SV_Target {
26         
return tex2D(_MainTex, i.uv) * _Intensity;
27     }
28
29     ENDCG
30     
31 Subshader {
32
33   Pass {
34         BlendOp Add
35         Blend One One
36   
37       ZTest Always Cull Off ZWrite Off
38
39       CGPROGRAM
40       #pragma vertex vert
41       #pragma fragment frag
42       ENDCG
43   }
44 }
45
46 Fallback off
47     
48 }


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