Shader "World Political Map/Unlit Text Shader" { Properties { _MainTex ("Font Texture", 2D) = "white" {} _Color ("Text Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Geometry-5" "IgnoreProjector"="True" "RenderType"="Transparent" } Lighting Off Cull Off Fog { Mode Off } ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; uniform float4 _MainTex_ST; uniform fixed4 _Color; v2f vert (appdata_t 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.vertex = UnityObjectToClipPos(v.vertex); #if UNITY_REVERSED_Z o.vertex.z -= 0.001; #else o.vertex.z += 0.001; #endif o.color = v.color * _Color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag (v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); fixed4 col = i.color; col.a *= UNITY_SAMPLE_1CHANNEL(_MainTex, i.texcoord); return col; } ENDCG } } SubShader { Tags { "Queue"="Geometry-5" "IgnoreProjector"="True" "RenderType"="Transparent" } Lighting Off Cull Off Fog { Mode Off } ZWrite Off Offset -2, -2 Blend SrcAlpha OneMinusSrcAlpha BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } Pass { SetTexture [_MainTex] { constantColor [_Color] combine constant * primary, constant * texture } } } }