Shader "UI/Prerendered Opaque" { Properties { _MainTex("Texture", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) } SubShader { Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque"} Blend One Zero, Zero Zero Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ WITH_CLIP #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { #if !WITH_CLIP if (_Color.x == 0 && _Color.y == 0 && _Color.z == 0) { return _Color; } #endif fixed4 col = tex2D(_MainTex, i.texcoord); col *= _Color; #if WITH_CLIP clip(col.a - 0.5); #endif return col; } ENDCG } } }