I have a working reticle, but I’d like to use it as an invert filter so that bits of the scene behind it are rendered with their colors inverted. This results in the reticle’s visibility being consistent yet non-obstructive. Below is a demonstrative screenshot from Minecraft. Some players may not notice this, but I sure as hell do. And, I like it.
My current reticle is a GUITexture, but I can change it if doing so were to make this effect possible.

use this shader and plane with alpha-texture in front of camera.
InvertColor.shader
Shader "Unity Answers/InvertColor"
{
Properties
{
_MainTex ("Alpha (A) only", 2D) = "white" {}
_AlphaCutOff ("Alpha cut off", Range(0,1)) = 1
}
SubShader
{
Tags { "Queue" = "Transparent+10" }
Pass
{
Fog { Mode Off }
Blend OneMinusDstColor Zero
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
float _AlphaCutOff;
struct appdata
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = float4(v.texcoord.xy, 0, 0);
return o;
}
half4 frag( v2f i ) : COLOR
{
half4 c = 1;
c.a = tex2D(_MainTex, i.uv.xy).a;
clip(_AlphaCutOff - c.a);
return c;
}
ENDCG
}
}
}