// Flat colour for markers (team rings, health bars, tower bolts): Godot's unshaded materials. // _ZTest 8 (Always) draws on top like Godot's no_depth_test health bars. Shader "Luneraria/Unlit" { Properties { [HDR] _Color("Colour", Color) = (1, 1, 1, 1) [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("Z Test", Float) = 4 [Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull", Float) = 0 } SubShader { Tags { "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" "Queue" = "Transparent+10" } Pass { Name "Unlit" Tags { "LightMode" = "UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off ZTest [_ZTest] Cull [_Cull] HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" CBUFFER_START(UnityPerMaterial) half4 _Color; float _ZTest; float _Cull; CBUFFER_END struct Attributes { float4 positionOS : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; }; Varyings Vert(Attributes input) { UNITY_SETUP_INSTANCE_ID(input); Varyings output; output.positionCS = TransformObjectToHClip(input.positionOS.xyz); return output; } half4 Frag(Varyings input) : SV_Target { return _Color; } ENDHLSL } } }