Shader "DCFApixels/DebugX/Handles Unlit Overwrite" { Properties { _Color ("Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "ForceNoShadowCasting"="True" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Fog { Mode Off } Lighting Off Offset -1, -1 ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; half4 color : COLOR; }; UNITY_INSTANCING_BUFFER_START(Props) UNITY_DEFINE_INSTANCED_PROP(float4, _Color) UNITY_INSTANCING_BUFFER_END(Props) float4 _DebugX_GlobalColor; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color * UNITY_ACCESS_INSTANCED_PROP(Props, _Color) * _DebugX_GlobalColor; return o; } half4 frag (v2f i) : SV_Target { return i.color; } ENDCG } } }