Hello. im wanting a shader that is an opaque object and overlays all of the objects in the scene. what do i need to add in my shader. (i know i have to change the render type but is that it or i have to do more Code (csharp): Shader "Custom/Axis" { Properties { _MainTex ("Texture", 2D) = "white" {} _ColorTint ("Tint", Color) = (1.0, 0.6, 0.6, 1.0) } SubShader { Tags { "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert finalcolor:mycolor struct Input { float2 uv_MainTex; }; fixed4 _ColorTint; void mycolor (Input IN, SurfaceOutput o, inout fixed4 color) { color *= _ColorTint; } sampler2D _MainTex; void surf (Input IN, inout SurfaceOutput o) { o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; } ENDCG } Fallback "Diffuse" } any help would be appreciated
I'm not sure if the following works with surface shaders, but you could try it. Render the shader last by placing in it in a later render queue: You might also want to disable the depth buffer so that the world does not intersect the object being rendered: