Shader "Hidden/VolumetricFog2/Empty" { Properties { [HideInInspector] _MainTex ("Texture", 2D) = "white" {} _Color("Color", Color) = (0.9,0.9,0.9,0.3) } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent+100" } Blend SrcAlpha OneMinusSrcAlpha ZTest Always Cull Front ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" half4 _Color; struct appdata { float4 vertex : POSITION; }; struct v2f { float4 pos : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex.xyz); #if defined(UNITY_REVERSED_Z) o.pos.z = 1.0e-9f; #else o.pos.z = o.pos.w - 1.0e-6f; #endif return o; } half4 frag(v2f i) : SV_Target { return _Color; } ENDCG } } }