Shader "Hidden/RS/VertexColors" { SubShader { Tags { "RenderType" = "Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "RSPropertiesCG.cginc" struct appdata { float4 vertex : POSITION; float4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; float4 color : COLOR; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; return o; } fixed4 frag(v2f i) : SV_Target { return i.color; } ENDCG } } }