Shader "DungeonArchitect/Unlit/Transparent/NoDepth" { Properties { _Color ("Main Color (A=Opacity)", Color) = (1,1,1,1) } Category { Tags {"Queue"="Transparent+1000" "IgnoreProjector"="True"} ZWrite Off Cull Off Blend SrcAlpha OneMinusSrcAlpha SubShader { //Offset 0, -1 Pass { GLSLPROGRAM #ifdef VERTEX uniform mediump vec4 _MainTex_ST; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } #endif #ifdef FRAGMENT uniform lowp vec4 _Color; void main() { gl_FragColor = _Color; } #endif ENDGLSL } } SubShader {Pass { SetTexture[_MainTex] {Combine texture * constant ConstantColor[_Color]} }} } }