Shader "Hidden/LIV_ForceForwardRendering" { SubShader { Tags { "Queue" = "Geometry" "LightMode" = "Always" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True"} Pass { Name "FORCE_FORWARD_RENDERING" ZTest Always ZWrite Off ColorMask 0 Fog{ Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; sampler2D _MainTex; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag(v2f i) : SV_Target { return 1; } ENDCG } } }