Shader "Hidden/Path Painter Brush Vis" { Properties { _MainTex ("Main", 2D) = "white" {} } Subshader { Tags {"Queue"="Transparent"} Pass { ZWrite Off ColorMask RGB Blend SrcAlpha One CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 uvShape : TEXCOORD0; float4 pos : SV_POSITION; }; float4x4 unity_Projector; v2f vert (float4 vertex : POSITION) { v2f o; o.pos = UnityObjectToClipPos (vertex); o.uvShape = mul (unity_Projector, vertex); return o; } sampler2D _MainTex; fixed4 frag (v2f i) : SV_Target { fixed4 outColor = tex2Dproj(_MainTex, UNITY_PROJ_COORD(i.uvShape)); return outColor; } ENDCG } } }