Shader "Custom/Landscape Unlit XR" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _Xtiling ("X Tiling", Range(1,10)) = 1 } SubShader { Tags {"Queue"="Transparent" "RenderType"="Transparent" "PreviewType"="Plane"} LOD 100 Pass { ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #ifdef UNITY_PASS_FORWARDADD #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #endif struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 color : COLOR; UNITY_VERTEX_OUTPUT_STEREO float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; int _Xtiling; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = float2(v.uv.x * _Xtiling, v.uv.y); o.color = v.color * _Color; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv.xy); col *= i.color; col.a *= _Color.a; return col; } ENDCG } } FallBack "Sprites/Default" }