// Unlit shader. Simplest possible colored shader. // - no lighting // - no lightmap support // - no texture Shader "Unlit/RenderLine" { Properties { _Color ("Main Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } ZTest Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" struct appdata_t { half4 color : COLOR; float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; half4 color : COLOR; }; fixed4 _Color; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; return o; } fixed4 frag (v2f i) : COLOR { fixed4 col = _Color*i.color; return col; } ENDCG } } }