Shader "World Political Map/Unlit Marker Line" { Properties { _Color ("Color", Color) = (1,1,1,0.5) _MainTex("Texture (RGBA)", 2D) = "white" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} Cull Off ZWrite Off Blend SrcAlpha OneMinusSrcAlpha ColorMask RGB Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _Color; 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 p = tex2D(_MainTex, i.uv); return p * _Color; } ENDCG } } }