Shader "MapEditor/cellShader" { Properties { _Color("Color", Color) = (0, 0, 0, 0.3) } SubShader { //Tags { "QUEUE" = "AlphaTest" "RenderType"="Transparent" } Tags { "QUEUE" = "Overlay" "IGNOREPROJECTOR" = "true" "RenderType"="Transparent" } ZWrite Off //LOD 1000 Blend SrcAlpha OneMinusSrcAlpha // ΄«Ν³ΝΈΓχΆΘ Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" fixed4 _Color; struct appdata { float4 vertex : POSITION; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; return o; } fixed4 frag (v2f i) : SV_Target { return i.color * _Color; } ENDCG } } }