Shader "Unlit/ProfileAnalyserShader" { Properties { } SubShader { Tags { "RenderType"="Transparent" } LOD 100 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color.rgba = v.color; return o; } fixed4 frag (v2f i) : SV_Target { return i.color; } ENDCG } } }