Shader "Unlit/WhiteCullOff" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } Cull off LOD 100 Pass { CGPROGRAM #pragma vertex vert //#pragma geometry geom #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; /*struct v2g { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; struct g2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; };*/ struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { // sample the texture //fixed4 col = tex2D(_MainTex, i.uv); // apply fog //UNITY_APPLY_FOG(i.fogCoord, col); return fixed4(0.7, 0.7, 0.7, 1); } //v2g vert(appdata v) //{ // v2g o; // o.vertex = UnityObjectToClipPos(v.vertex); // o.uv = TRANSFORM_TEX(v.uv, _MainTex); // return o; //} //[maxvertexcount(3)] //void geom(triangle v2g IN[3], inout LineStream lineStream) //{ // g2f o; // for (int i = 0; i < 3; i++) // { // o.vertex = IN[i].vertex; // o.uv = IN[i].uv; // lineStream.Append(o); // } // lineStream.RestartStrip(); //} //fixed4 frag (g2f i) : SV_Target //{ // // sample the texture // //fixed4 col = tex2D(_MainTex, i.uv); // // apply fog // //UNITY_APPLY_FOG(i.fogCoord, col); // return fixed4(1, 1, 1, 1); //} ENDCG } } }