Shader "Custom/PostEffectShader" { Properties { _Blindness("Blindness", Float) = 0.6 _MainTex("Texture", 2D) = "white" {} } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; float _Blindness; fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); col.r = col.r+ _Blindness; col.g = col.g+_Blindness; col.b = col.b+_Blindness; // just invert the colors //col = 1 - col; return col; } ENDCG } } }