struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; // set from Image component property }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.color = v.color; return o; } inline fixed4 mixAlpha(fixed4 mainTexColor, fixed4 color, float sdfAlpha){ fixed4 col = mainTexColor * color; col.a = min(col.a, sdfAlpha); return col; }