Shader "FFALCON/TexturePointerShader" { Properties { _MainTex("Texture", 2D) = "white" {} _DistanceInMeters("DistanceInMeters", Range(0.0, 10000.0)) = 2.0 _ScaleValue("ScaleValue", Range(0, 999)) = 1.5 } SubShader { Tags { "Queue" = "Overlay" "IgnoreProjector" = "True" "RenderType" = "Transparent" } LOD 100 Pass { Blend SrcAlpha OneMinusSrcAlpha, OneMinusDstAlpha One AlphaTest Off Cull Back Lighting Off ZWrite Off ZTest Always CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #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; uniform float _DistanceInMeters; uniform float _ScaleValue; v2f vert(appdata v) { float3 vert_out = float3(v.vertex.x * _ScaleValue, v.vertex.y * _ScaleValue, _DistanceInMeters); v2f o; o.vertex = UnityObjectToClipPos(vert_out); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } }