Shader "Unlit/MeshingOverlay" { Properties { _Color ("Color", Color) = (1, 1, 1, 1) } SubShader { Blend SrcAlpha OneMinusSrcAlpha Tags { "Queue" = "AlphaTest" "RenderType" = "Transparent" "ForceNoShadowCasting" = "True" } Pass { ZTest LEqual ZWrite On Lighting Off LOD 100 Tags { "LightMode" = "Always" } HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float3 position : POSITION; }; struct v2f { float4 position : SV_POSITION; }; struct fragment_output { half4 color : SV_Target; }; v2f vert (appdata v) { v2f o; // Transform the position from object space to clip space. o.position = UnityObjectToClipPos(v.position);; return o; } half4 _Color; fragment_output frag (v2f i) { fragment_output o; o.color = _Color; return o; } ENDHLSL } } Fallback Off }