// (c) Meta Platforms, Inc. and affiliates. Confidential and proprietary. Shader "Movement/SkeletonLines" { Properties { _Color ("Color", Color) = (1,0,0,1) } SubShader { Tags { "Queue"="Overlay" "RenderType"="Transparent" "IgnoreProjector"="True" } LOD 100 Pass { ZTest Always ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_instancing #pragma multi_compile_local _ STEREO_INSTANCING_ON #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; fixed4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; UNITY_VERTEX_OUTPUT_STEREO }; fixed4 _Color; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; return o; } fixed4 frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); return _Color * i.color; } ENDHLSL } } FallBack "Mobile/Unlit (Supports Lightmap)" }