Shader "World Political Map/HexaTileHighlight" { Properties { _Color ("Main Color", Color) = (0,0.25,1,0.8) _Color2 ("Second Color", Color) = (0,0.25,1,0.2) _ColorShift("Color Shift", Float) = 0 _MainTex ("Main Texture (RGBA)", 2D) = "white" } SubShader { Tags { "Queue"="Geometry-10" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha ZTest Always ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _Color, _Color2; fixed _ColorShift; struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float2 uv: TEXCOORD0; fixed4 color: COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; o.color = lerp(_Color, _Color2, _ColorShift); return o; } fixed4 frag (v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); return i.color * tex2D(_MainTex, i.uv); } ENDCG } } }