Applying Logo to Sphere to move to Unity Ok, so I'm really stuck here and need some help everybody. I'm trying to color an icosphere yellow, then apply a red target (transparent png) to 6 sides of the ball (left, right, front, back, top, bottom) in Blender 2.9.
Using an icosphere from Blender, it's already unwrapped, but holy crap I cannot figure this out for the life of me. I've tried importing the image as a plane, shrinkwrapping and baking that with the texture. I've tried unwrapping just a section of the ball and apply something to it. I tried using nodes in materials to connect the image texture, I tried opening an image in the UV editor and positioning it there.
I either get a) nothing at all or b) a very dark, muddy image of everything combined when baking the texture. Neither shows up in Unity at all.  I dont need to attach the Blend file because it was just a ball, but I have attached the image I'm trying to use. If anybody can get me a little closer I would be super appreciative.
Thanks.

P.S. - This is my best attempt using a MixRGB shader and then dropping the whole Blend file into my Unity project folder:
in Edit mode select all vertices and Unwrap as Cube Projection
go to UV Editor and Scale the UV a bit up
go to Shader Editor and for Image node - change Repeat to Clip


Note: in this case I didn't use Texture Coordinates node since UV is used by default and Mapping node since positioning is controlled by UV Map
Unity
Im not experienced with Unity, so there is probably better way, but looks like

in Blender - Bake material into textures (Color (Albedo), Metalic, Normal, Ambient,  ... etc for PBR material)
export as FBX
in Unity import asset and assign baked texture to Albedo channel


Check documentation https://docs.unity3d.com/Manual/Materials.html
Also search Blender to Unity topic like here https://blender.stackexchange.com/a/132340/2214