Shader "Fog Volume/RT viewers/RT_OpacityBlur" { Properties{ _MainTex("Base", 2D) = "" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D RT_OpacityBlur; float4 RT_OpacityBlur_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, RT_OpacityBlur); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(RT_OpacityBlur, i.uv); return 1 - col.r; } ENDCG } } }