I have a shader that I use for minimap FOW. The base shader was taken from here and modified to work with Unity 5 Code (CSharp): Shader "Custom/FogOfWarMask" { Properties{ _Color("Main Color", Color) = (1, 1, 1, 1) _MainTex("Base (RGB)", 2D) = "white" {} } SubShader{ Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "LightMode" = "ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha Lighting Off LOD 200 CGPROGRAM #pragma surface surf Lambert alpha:fade fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, float aten) { fixed4 color; color.rgb = s.Albedo; color.a = s.Alpha; return color; } fixed4 _Color; sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutput o) { half4 baseColor = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = _Color.rgb * baseColor.b; o.Alpha = clamp(_Color.a - baseColor.g, 0, 1); //green - color of aperture mask } ENDCG } Fallback "Diffuse" } It works fine without HDR or other post processing effects running. Soon as HDR is enabed the shader stops working. Or at least it looks like it is not working in the game view. Is there a certain command I need to add so it will work with HDR?