Shader "Unlit/TestReportShader"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color.rgba = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target { return i.color; }
ENDCG
}
}
}