Shader "Hidden/RS/Overdraw" { SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } ZWrite Off ZTest Always Blend SrcAlpha One Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "RSPropertiesCG.cginc" #include "RSUtilsCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return _RS_Color; } ENDCG } } }