Shader "Custom/PathNodeShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _color ("color", Color)= (1,1,1,1) } SubShader { Tags { "Queue" = "Transparent+1000" "RenderType" = "Opaque" } LOD 100 Pass { ZTest Always CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = _color; return col; } ENDCG } } }