// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) // Unlit shader. Simplest possible colored shader. // - no lighting // - no lightmap support // - no texture Shader "Unlit/AlwaysTop" { Properties{ _Color("Main Color", Color) = (1,1,1,1) } SubShader{ Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} LOD 100 ZTest Off Cull Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; UNITY_FOG_COORDS(0) UNITY_VERTEX_OUTPUT_STEREO }; fixed4 _Color; v2f vert(appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag(v2f i) : COLOR { fixed4 col = _Color; UNITY_APPLY_FOG(i.fogCoord, col); //UNITY_OPAQUE_ALPHA(col.a); return col; } ENDCG } } }