Shader "Hidden/PreviewShader/Color_Color_3FAAF5EA_Uniform" { Properties { } SubShader { // inside SubShader Tags { "Queue"="Geometry" "RenderType"="Opaque" "IgnoreProjector"="True" } // inside Pass ZWrite On Blend One Zero Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 Color_Color_3FAAF5EA_Uniform; struct v2f { float4 pos : SV_POSITION; float4 color : COLOR; }; v2f vert (appdata_full v) { v2f o = (v2f)0; o.pos = UnityObjectToClipPos(v.vertex);; float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 viewDir = UnityWorldSpaceViewDir(worldPos); float4 screenPos = ComputeScreenPos(UnityObjectToClipPos(v.vertex)); float3 worldNormal = UnityObjectToWorldNormal(v.normal); return o; } half4 frag (v2f IN) : COLOR { return half4(Color_Color_3FAAF5EA_Uniform.x, Color_Color_3FAAF5EA_Uniform.y, Color_Color_3FAAF5EA_Uniform.z, 1.0); } ENDCG } } Fallback Off }