Shader "Hidden/VolumetricFog2/VolumeDebug" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color("Color", Color) = (1,1,1) } SubShader { Tags { "Queue"="Transparent+101" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { float2 dd = abs(i.uv.xy - 0.5) * 2.0; float d = max(dd.x, dd.y); half b = 0.05 + 0.95 * (d > 0.995); return half4(1,1,1,b); } ENDCG } } }