//Very simple shader that displays a single color but with transparency and no depth testing. //Used on the colored cubes in the Simple Marker Placement sample. Shader "Unlit/UnlitTrans" { Properties { _Color("Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Transparent" "RenderQueue"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha ZTest Always ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; ; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 _Color; fixed4 frag (v2f i) : SV_Target { fixed4 col = _Color; // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return _Color; } ENDCG } } }