Shader "World Political Map/Unlit Province Surface Texture" { Properties { _Color ("Color", Color) = (1,1,1) _MainTex ("Texture", 2D) = "white" } SubShader { Tags { "Queue"="Geometry-15" "RenderType"="Opaque" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" fixed4 _Color; sampler2D _MainTex; struct AppData { float4 vertex : POSITION; float4 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float4 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.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag(v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); return tex2D(_MainTex, i.uv) * _Color; } ENDCG } } }