Shader "GcAR/ScreenPlane" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color",Color) = (1.0,1.0,1.0,1.0) } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry-20"} ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture //fixed4 col = tex2D(_MainTex, i.uv); fixed4 col = _Color; return _Color; } ENDCG } } }