Shader "Unlit" { Properties { _Color("Color", Color) = (1,1,1,1) [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGPROGRAM #pragma target 3.0 #pragma surface surf Unlit keepalpha addshadow fullforwardshadows struct Input { half filler; }; uniform float4 _Color; inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0, 0, 0, s.Alpha ); } void surf( Input i , inout SurfaceOutput o ) { o.Emission = _Color.rgb; o.Alpha = 1; } ENDCG } Fallback "Diffuse" }