Shader "Hidden/BoneHandles" { Properties { _Color ("Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue" = "Transparent" "RenderType"="Transparent" "ForceSupported" = "True" } Lighting Off Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Back Fog { Mode Off } ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #pragma multi_compile __ WIRE_ON #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; UNITY_INSTANCING_BUFFER_START(Props) UNITY_DEFINE_INSTANCED_PROP(float4, _Color) UNITY_INSTANCING_BUFFER_END(Props) v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); fixed4 col = UNITY_ACCESS_INSTANCED_PROP(Props, _Color); #ifdef WIRE_ON col.a = 1.0f; #endif return col; } ENDCG } } }