Shader "harry_t/sgameview" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderQueue"="Transparent" } Cull Off 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; }; sampler2D _MainTex; v2f vert (appdata v) { v2f o; float ratio = (_ScreenParams.x / _ScreenParams.y)*-0.56249999999; o.vertex = float4( v.vertex.x*2, v.vertex.y*2*ratio, UNITY_NEAR_CLIP_VALUE, 1.0 ); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } }