Shader "Debug Terrain Carve" { Properties { _Color("Main Color", Color) = (1,1,1,1) } SubShader { Pass { Tags{ "Queue" = "Geometry-10" } ZTest Always CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityLightingCommon.cginc" struct v2f { fixed4 diff : COLOR0; float4 vertex : SV_POSITION; }; v2f vert(appdata_base v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); half3 worldNormal = UnityObjectToWorldNormal(v.normal); half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz)); o.diff = nl * _LightColor0; o.diff.rgb += ShadeSH9(half4(worldNormal,1)); return o; } fixed4 _Color; fixed4 frag(v2f i) : SV_Target { fixed4 col = _Color; col *= i.diff; return col; } ENDCG } Pass { Tags{ "Queue" = "Geometry-10" } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityLightingCommon.cginc" struct v2f { fixed4 diff : COLOR0; float4 vertex : SV_POSITION; }; v2f vert(appdata_base v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); half3 worldNormal = UnityObjectToWorldNormal(v.normal); half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz)); o.diff = nl * _LightColor0; o.diff.rgb += ShadeSH9(half4(worldNormal,1)); return o; } fixed4 _Color; fixed4 frag(v2f i) : SV_Target { fixed4 col = _Color; col *= i.diff; return col; } ENDCG } } }