Shader "Light2D/Internal/LightBlockerReplacementShader" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType" = "LightBlocker" } Pass { Name "LightBlock" Lighting Off ZWrite Off Blend One OneMinusSrcAlpha CGPROGRAM #pragma vertex SpriteVert #pragma fragment SpriteFragCustom #pragma target 2.0 #pragma multi_compile_instancing #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnitySprites.cginc" half4 _LightBlockColor; half _TextureWeight; fixed4 SpriteFragCustom(v2f IN) : SV_Target { fixed4 c = lerp(1,SpriteFrag(IN),_TextureWeight); c *= _LightBlockColor; return c; } ENDCG } } Fallback Off }