Shader "Hidden/ProBuilder/TransparentOverlay" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "IgnoreProjector"="True" "RenderType"="Transparent" "Queue"="Transparent" } Lighting Off ZTest LEqual ZWrite On Cull Back Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; struct appdata { float4 vertex : POSITION; float4 color : COLOR; float4 texcoord0 : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; }; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord0.xy; o.color = v.color; return o; } half4 frag (v2f i) : COLOR { return tex2D(_MainTex, i.uv) * i.color; } ENDCG } } }