Shader "Zhanyou/Character/PlayerXRay" { Properties { _Color ("Color (RGB)", Color) = (0.745, 0.631, 0.529, 1) } SubShader { Tags { "Queue"="AlphaTest+3" "IgnoreProjector"="True" "RenderType"="Opaque" } Pass { Stencil { Ref 1 Comp always Pass replace } ZTest Greater ZWrite Off Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float4 color : TEXCOORD0; }; uniform half4 _Color; v2f vert(appdata_tan v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); half3 viewDir = normalize(ObjSpaceViewDir(v.vertex)); o.color = _Color * max(0.0, dot(viewDir, normalize(v.normal))); return o; } half4 frag(v2f i) : SV_TARGET { return i.color; } ENDCG } } }