Shader "UI/Particles/Hidden" { Properties { } SubShader { Tags { "Queue"="Geometry" "RenderType"="Opaque" } Cull Off Lighting Off ZWrite Off Fog { Mode Off } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag struct v2f { float4 vertex : SV_POSITION; }; v2f vert () { v2f o; o.vertex = fixed4(0, 0, 0, 0); return o; } fixed4 frag (v2f i) : SV_Target { discard; return fixed4(0, 0, 0, 0); } ENDCG } } }