Shader "Rokid/Dot" { Properties { _Color ("Color", Color) = (1, 1, 1, 1) _InnerDiameter ("InnerDiameter", Range(0, 10.0)) = 1.5 _OuterDiameter ("OuterDiameter", Range(0.00872665, 10.0)) = 2.0 _DistanceInMeters ("DistanceInMeters", Range(0.0, 10000.0)) = 2.0 } SubShader { Tags { "Queue" = "Overlay" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Pass { Blend SrcAlpha OneMinusSrcAlpha, OneMinusDstAlpha One AlphaTest Off Cull Back Lighting Off ZWrite Off ZTest Always Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform float4 _Color; uniform float _InnerDiameter; uniform float _OuterDiameter; uniform float _DistanceInMeters; struct vertexInput { float4 vertex: POSITION; }; struct fragmentInput { float4 position: SV_POSITION; }; fragmentInput vert(vertexInput i) { float scale = lerp(_OuterDiameter, _InnerDiameter, i.vertex.z); float3 vert_out = float3(i.vertex.x * scale, i.vertex.y * scale, _DistanceInMeters); fragmentInput o; o.position = UnityObjectToClipPos(vert_out); return o; } fixed4 frag(fragmentInput i): SV_Target { fixed4 ret = _Color; return ret; } ENDCG } } }