Shader "Hidden/Polaris/SplineGizmos" { Properties { _Color ("Color", Color) = (1, 1, 1, 1) } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha ZTest LEqual ZWrite Off Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex: POSITION; float4 color: COLOR; }; struct v2f { float4 vertex: SV_POSITION; float4 color: COLOR; }; float4 _Color; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; return o; } fixed4 frag(v2f i): SV_Target { return float4(_Color.rgb, _Color.a * i.color.a); } ENDCG } } }