//======= Copyright (c) Stereolabs Corporation, All rights reserved. =============== //Displays the navMesh above the current depth Shader "Custom/Unlit Transparent" { Properties { _Color("color", Color) = (1.0, 1.0, 1.0, 1.0) _Offset("Offset", Range(-200,-20)) = -20 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector" = "True" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Offset [_Offset],-2 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return _Color; } ENDCG } } }