Shader "Custom/OpaqueNoZWrite" { Properties { _MainTex ("Main Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { Tags { "LightMode"="ForwardBase" } ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float3 worldPos : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; return o; } half4 frag (v2f i) : SV_Target { half4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } FallBack "Diffuse" }