Shader "Hidden/LIV_WriteOpaqueToAlpha" { SubShader { Tags { "Queue" = "Overlay" "LightMode" = "Always" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True"} Pass { Name "CLIP_PLANE_FIX_ALPHA" Blend Off ZTest Greater ZWrite Off Cull Off ColorMask A Fog{ Mode Off } CGPROGRAM #pragma target 4.6 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 vertex : SV_POSITION; }; v2f vert(appdata_base v) { v2f o; o.vertex.xy = v.vertex.xy * 2.0; o.vertex.z = 0; o.vertex.w = 1; return o; } fixed4 frag(v2f i) : SV_Target { return 1; } ENDCG } } }