Shader "Hidden/ftAtlas" { Properties { } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { Blend One One ZWrite Off ZTest Always Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 vertex : SV_POSITION; }; v2f vert (appdata_full v) { v2f o; float2 uv1 = v.texcoord1 * unity_LightmapST.xy + unity_LightmapST.zw; o.vertex = float4(uv1.xy*2-1, 0.5, 1); return o; } fixed4 frag (v2f i) : SV_Target { return 0.1; } ENDCG } } }