Shader "harry_t/cliptable_quest" { Properties { _MainTex ("Texture", 2D) = "white" {} _Dims ("Dimentions", Vector) = (0,0,0,0) } SubShader { Tags { "Queue" = "Transparent" } ZWrite Off Cull Off Pass { Blend One One 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 worldpos: TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; float2 _Dims; float4x4 _BaseTransform; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.worldpos = mul( _BaseTransform, mul(unity_ObjectToWorld, v.vertex) ); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } }