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 } } }