Shader "Hidden/LIV_Write" { Properties { _MainTex("Texture", 2D) = "black" {} } SubShader { Tags { "Queue" = "Background" "LightMode" = "Always" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True"} Pass { Name "WRITE" ZTest Always ZWrite Off ColorMask [_LivColorMask] Fog{ Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag(v2f i) : SV_Target { return tex2D(_MainTex, i.uv); } ENDCG } } }