Shader "Hidden/MTE/Highlight" { Properties { _Color("Tint Color", Color) = (0.6, 0, 0, 1) } CGINCLUDE #pragma surface surf Lambert decal:add fixed4 _Color; struct Input { float4 color : COLOR; }; void surf(Input IN, inout SurfaceOutput o) { fixed4 c = _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG Category { Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } LOD 250 CULL OFF AlphaToMask On SubShader//for target 3.0+ { CGPROGRAM #pragma target 3.0 ENDCG } SubShader//for target 2.5 { CGPROGRAM #pragma target 2.5 ENDCG } SubShader//for target 2.0 { CGPROGRAM #pragma target 2.0 ENDCG } } }