Shader "UI/SpeckledEffect" { Properties { _MainTex ("Main Texture", 2D) = "white" {} _SpeckleTex ("Speckle Texture", 2D) = "white" {} _SpeckleIntensity ("Speckle Intensity", Range(0, 1)) = 0.5 _Color ("Color Tint", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; sampler2D _SpeckleTex; float _SpeckleIntensity; float4 _Color; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = v.texcoord; return o; } fixed4 frag(v2f i) : SV_Target { // Sample the main texture fixed4 col = tex2D(_MainTex, i.texcoord) * _Color; // Sample the speckle texture and tile it fixed4 speckle = tex2D(_SpeckleTex, i.texcoord * 10.0); // Adjust scaling for effect // Combine them with speckle affecting the alpha col.rgb = lerp(col.rgb, speckle.rgb, _SpeckleIntensity); col.a = col.a * (1.0 - _SpeckleIntensity) + speckle.a * _SpeckleIntensity; return col; } ENDCG } } FallBack "UI/Default" }