Shader "ParticleEffectProfiler/OverDraw" { SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } LOD 100 Fog { Mode Off } ZWrite Off ZTest Always Blend One One Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag(v2f i) : SV_Target { return fixed4(0.1, 0.04, 0.02, 0); } ENDCG } } }