Shader "Oculus/SceneObjectPreview" { Properties { _Color("Color", Color) = (1, 1, 1, 1) _MainTex("Texture", 2D) = "white" {} _ZWrite("ZWrite", Int) = 0 } SubShader { Tags{"RenderType" = "Transparent"} LOD 100 Cull off ZWrite [_ZWrite] Blend SrcAlpha OneMinusSrcAlpha, Zero One Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o, o.vertex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); UNITY_APPLY_FOG(i.fogCoord, col); return col * _Color; } ENDCG } } }