Shader "Unlit/InFrontShader" { Properties { _MainColor ("Main Color", Color) = (1, 1, 1, 1) } SubShader { Tags { "RenderType"="Opaque" "Queue"="AlphaTest+1" } LOD 100 ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; float4 _MainColor; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = (0,0); return o; } fixed4 frag (v2f i) : SV_Target { return _MainColor; } ENDCG } } }