Shader "Unlit/TalkBg" { Properties { _MainColor ("Main Color", Color) = (0,0,0,0.5) } SubShader { Tags { "RenderType"="Transparent" "RenderQueue"="Transparent" "PreviewType" = "Plane" "RenderPipeline"="UniversalPipeline" } LOD 100 Pass { Cull Off Blend SrcAlpha OneMinusSrcAlpha ZTest LEqual ZWrite Off HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _MainColor; CBUFFER_END v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = TransformObjectToHClip(v.vertex); return o; } half4 frag(v2f IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); return _MainColor; } ENDHLSL } } }