Shader "Fluxy/Editor/PreviewState" { SubShader { Cull Off Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque"} Pass { Name "Render" HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } float4 frag (v2f i) : SV_Target { float4 state = tex2D(_MainTex,i.uv); return float4(state.rgba); } ENDHLSL } } }