Shader "harry_t/sgamefill" { Properties { _Colour ("Color", Color) = (0,0,0,0) } 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; }; fixed4 _Colour; v2f vert (appdata v) { v2f o; o.vertex = float4( v.vertex.xy*2.0, UNITY_NEAR_CLIP_VALUE, 1.0 ); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { return _Colour; } ENDCG } } }