// Small tweak to a basic unlit shader to cheat crosshair depth to render on top of targets. Shader "Custom/CrosshairZCheat" { Properties { _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} _Color ("Main Color", Color) = (0.5,0.5,0.5,0.5) } SubShader { Tags { "Queue" = "Transparent" } Cull Off Lighting Off ZTest Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; fixed4 color : COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; v2f vert (appdata v) { // Cheat the post-mvp transformed z towards the camera. v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.vertex.z -= 0.01; o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = v.color; return o; } fixed4 frag (v2f i) : COLOR { fixed4 col = tex2D(_MainTex, i.texcoord) * i.color * _Color; return col; } ENDCG } } }