Shader "XREALSDK/ScreenMaskShader" { Properties { _Color ("Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Overlay" "RenderType"="Transparent" } LOD 100 ZTest Always ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 _Color; struct appdata_t { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag(v2f i) : SV_Target { return _Color; } ENDCG } } }