// just a simple transparent color shader. Shader "Custom/EasyColliderMeshColliderPreview" { Properties { _Color("Main Color", Color) = (1,1,1,1) } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 normal: NORMAL; }; struct v2f { float4 vertex : SV_POSITION; }; half4 _Color; v2f vert (appdata_t v) { v2f o; //world space vert o.vertex = mul(unity_ObjectToWorld, v.vertex); // world space normal float3 worldNormal = UnityObjectToWorldNormal(v.normal); // offset by a small amount (1mm) (to prevent z-clipping) o.vertex.xyz += worldNormal * 0.001f; // back to to world space o.vertex = mul(unity_WorldToObject, o.vertex); // object to clip position o.vertex = UnityObjectToClipPos(o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // all mesh-collider previews have an alpha value that can be changed if you wish. _Color.a = 0.8f; return _Color; } ENDCG } } }