Shader "Custom/viewjack" { Properties{ _MainTex("MainTex",2D) = "white"{} _Length("Length",Range(0,10)) = 2 } SubShader{ Tags{"Queue" = "Transparent" "RenderType" = "Transparent" "DisableBatching"="true"} Blend SrcAlpha OneMinusSrcAlpha Pass{ //ZTest always Cull Back CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex:POSITION; float4 uv:TEXCOORD0; }; struct v2f { float4 pos:SV_POSITION; float4 uv:TEXCOORD0; }; float _Length; sampler2D _MainTex; v2f vert(appdata v){ v2f o; float4 cpos = mul(UNITY_MATRIX_MV,v.vertex); o.pos = mul(UNITY_MATRIX_P,float4(v.vertex.xy*2,-_Length,1)); o.uv = v.uv; return o; } float4 frag(v2f i) :SV_Target { return tex2D(_MainTex,float4(i.uv.x,i.uv.y,0,0)); } ENDCG }//Pass }//SubShader FallBack "Diffuse" }