Shader "World Political Map/Unlit Country Highlight" { Properties { _Color ("Tint Color", Color) = (1,1,1,0.5) _Intensity ("Intensity", Range(0.0, 2.0)) = 1.0 _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "Queue"="Geometry-16" "IgnoreProjector"="True" "RenderType"="Transparent" } Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma fragment frag #pragma vertex vert #include "UnityCG.cginc" fixed4 _Color; fixed _Intensity; sampler2D _MainTex; struct AppData { float4 vertex : POSITION; float2 texcoord: TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float2 uv: TEXCOORD0; 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; return o; } fixed4 frag(v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); fixed4 pixel = tex2D(_MainTex, i.uv); return pixel * _Color * _Intensity; } ENDCG } } }