Shader "Oculus/Unlit" { Properties{ _Color("Main Color", Color) = (1,1,1,1) } SubShader{ Tags{ "RenderType" = "Opaque" } LOD 100 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; }; struct v2f { float4 vertex : SV_POSITION; UNITY_FOG_COORDS(0) }; fixed4 _Color; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag(v2f i) : COLOR { fixed4 col = _Color; UNITY_APPLY_FOG(i.fogCoord, col); UNITY_OPAQUE_ALPHA(col.a); return col; } ENDCG } } }