Shader "ColliderVisualizer/SolidAndWire" { Properties { _Color ("Color", Color) = (0, 1, 0, 0.15) } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 100 Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" fixed4 _Color; struct appdata { float4 vertex : POSITION; }; struct v2f { float4 pos : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return _Color; } ENDCG } } }