Shader "DCFApixels/DebugX/TextBackground" { SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Fog { Mode Off } Lighting Off ZTest Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; float4 color : COLOR; }; float4 _DebugX_GlobalColor; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color * _DebugX_GlobalColor; return o; } float4 frag (v2f i) : SV_Target { return i.color; } ENDCG } } }