Shader "e2d/Fill" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { LOD 100 Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Opaque" } Pass { Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Opaque" } ZWrite Off Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; }; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } sampler2D _MainTex; fixed4 _Color; fixed4 frag(v2f i) : SV_Target { return tex2D(_MainTex, i.texcoord) * _Color; } ENDCG } } }