Shader "Hidden/Brightness Effect" { Properties{ _MainTex("Base (RGB)", 2D) = "white" {} _Brightness("Brightness", Float) = 1.0 } SubShader{ Pass{ ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; float _Brightness; fixed4 frag(v2f_img i) : SV_Target{ return tex2D(_MainTex, i.uv) * _Brightness; } ENDCG } } Fallback off }