Shader "Oculus/UnlitTransparent" { Properties{ _MainTex("Base (RGB) Trans (A)", 2D) = "white" {} } SubShader{ Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } LOD 100 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord); UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }