Shader "UI/World Space"
{
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
}
Cull Off
Lighting Off
ZWrite Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR0;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 color : COLOR0;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.uv = v.uv;
return o;
}
float4 frag(v2f i) : SV_Target
{
float4 color = tex2D(_MainTex, i.uv) * i.color;
clip(color.a - 0.001);
return color;
}
ENDCG
}
}
}