Shader "Hidden/Checkerboard" { SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" static const float rows = 24; static const float columns = 24; float4 frag(v2f_img i) : SV_Target { float3 col1 = float3(32.0/255.0, 32.0/255.0, 32.0/255.0); float3 col2 = float3(42.0/255.0, 42.0/255.0, 42.0/255.0); if (!IsGammaSpace()) { col1 = GammaToLinearSpace(col1); col2 = GammaToLinearSpace(col2); } float total = floor(i.uv.x * rows) + floor(i.uv.y * columns); return float4(lerp(col1, col2, step(fmod(total, 2.0), 0.5)), 1.0); } ENDCG } } }