Fading Texture

So, im using this code by RoxSilverFox

//blood splat HUD element
var fadeDuration:float=0.5;
var initialDelay:float=5;
private var timeLeft:float=0.5;

FPSPlayer.hitPoints = 100;

function Awake () {
   timeLeft = fadeDuration;
}

function Update () {
   if (initialDelay > 0){
      initialDelay = initialDelay-Time.deltaTime;
   } else {
      if (FPSPlayer.hitPoints < 25.0)
         fade(true);   
      else {
         if (FPSPlayer.hitPoints > 25.0)
         fade(false);
      }
   }
}

function fade(direction:boolean){
   var alpha;
   if (direction){
      if (guiTexture.color.a < 0.5){
         timeLeft = timeLeft - Time.deltaTime;
         alpha = (timeLeft/fadeDuration);
         guiTexture.color.a=0.5-(alpha/2);
      } else {
         timeLeft = fadeDuration;
      }
   } else {
      if (guiTexture.color.a > 0){
         timeLeft = timeLeft - Time.deltaTime;
         alpha = (timeLeft/fadeDuration);
         guiTexture.color.a=alpha/2;
      } else {
         timeLeft = fadeDuration;
      }
   }
}

Is it possible to make this work for any resolution?

Like instead of using a GUItexture with this, attach this script to the player and make it draw a texture that can be edited to fit any screen?

The problem is, i dont know how to do the fading part. The one in that code dosnt work with a variable type "texture"m only seems to work with GUItexture.

BTW, this as it is shows the texture below my GUI. Which is what i want, but when i try to use draw texture it draws it above everything.

See here about making GUItextures resolution-independent, and here for a fade routine that works on materials as well as GUITextures.

–Eric