Shader "${ShaderName}" { Properties { ${ShaderPropertiesHeader} } 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" ${ShaderPropertyUsages} struct v2f { float4 pos : SV_POSITION; ${ShaderInputs} }; ${ShaderFunctions} v2f vert (appdata_full v) { v2f o = (v2f)0; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); ${VertexShaderBody} return o; } half4 frag (v2f IN) : COLOR { ${PixelShaderBody} } ENDCG } } Fallback Off }