// clang-format off Shader "Unlit/HiddenObject" { Properties { _Color("Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 ZTest Always ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; float4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture float4 col = _Color; // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }