Shader "_Custom/Utility_ZWrite" { Properties { } SubShader { LOD 100 Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" } Pass { LOD 100 Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" } ColorMask 0 Cull Off Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { fixed4 color : COLOR; float4 vertex : POSITION; }; struct v2f { fixed4 color : COLOR; float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.color = clamp(v.color, 0.0, 1.0); o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag(v2f i) : SV_Target { return i.color; } ENDCG } } }