Shader "GSpawn/SimpleDiffuse" { Properties { _Color ("Color", Color) = (1,1,1,1) _ZTest ("ZTest", int) = 0 _ZWrite ("ZWrite", int) = 0 _CullMode ("Cull mode", int) = 2 } Subshader { Pass { Tags { "RenderType"="Transparent" "Queue"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha ZWrite [_ZWrite] ZTest [_ZTest] Cull [_CullMode] CGPROGRAM #pragma vertex vert #pragma fragment frag float4 _Color; struct vInput { float4 vertexPos : POSITION; }; struct vOutput { float4 clipPos : SV_POSITION; }; vOutput vert(vInput input) { vOutput o; o.clipPos = UnityObjectToClipPos(input.vertexPos); return o; } float4 frag(vOutput input) : COLOR { return _Color; } ENDCG } } }