Shader "OIT/LLOIT/LLOITSimpleTranspatent" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("MainTex", 2D) = "white" {} [Enum(Off, 0, Front, 1, Back, 2)] _Cull("Cull", Float) = 2.0 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} Pass { ZTest LEqual ZWrite Off ColorMask 0 Cull [_Cull] CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 4.5 #include "UnityCG.cginc" #include "LinkedListCreation.hlsl" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } [earlydepthstencil] fixed4 frag (v2f i, uint uSampleIdx : SV_SampleIndex) : SV_Target { float4 col = tex2D(_MainTex, i.uv) * _Color; createFragmentEntry(col, i.vertex.xyz, uSampleIdx); return col; } ENDCG } } }