Shader "PXR_SDK/PXR_UnderlayHole" { Properties { _MainTex("Texture(A)", 2D) = "black" {} } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } LOD 100 ZWrite Off Blend Zero OneMinusSrcAlpha,Zero Zero ColorMask RGBA Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; }; sampler2D _MainTex; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = v.texcoord; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord); col.r = 0; col.g = 0; col.b = 0; col.a = col.a; return col; } ENDCG } } }