Shader "_Custom/Unlit_Monochrome" { Properties { _Color ("Main Color", Vector) = (1,1,1,1) } SubShader { LOD 100 Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Opaque" } Pass { LOD 100 Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Opaque" } ZWrite Off Cull Off Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } sampler2D _MainTex; fixed4 _Color; fixed4 frag(v2f i) : SV_Target { return _Color; } ENDCG } } }