Shader "Custom/AlwaysVisibleShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} } SubShader { Cull Off Pass{ ZTest Greater } Pass{ ZTest Less } Pass{ ZTest Always } Tags { "Queue"="Transparent" "RenderType"="Transparent" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf NoLighting // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutput o) { //o.Albedo = _Color.rgb * _Color.a; o.Emission = _Color.rgb; o.Alpha = _Color.a; } fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten) { return fixed4(0,0,0,0);//half4(s.Albedo, s.Alpha); } ENDCG } FallBack "Diffuse" }