Shader "SuYou/unlit_instanced" { Properties { _MainTex ("Base", 2D) = "white" {} } CGINCLUDE sampler2D _MainTex; ENDCG SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { half4 pos : SV_POSITION; half2 uv : TEXCOORD0; }; v2f vert (appdata_t v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord; return o; } fixed4 frag (v2f i) : COLOR0 { fixed4 tex = tex2D (_MainTex, i.uv); return tex; } ENDCG } } FallBack Off }