Shader "Hidden/ShowSkeleton" { Properties { _Color("Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Pass { ZWrite Off ZTest Off Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { fixed4 color : COLOR; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; float4 _Color; v2f vert(appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color * _Color; return o; } fixed4 frag(v2f i) : SV_Target { return i.color; } ENDCG } } }