Shader "Custom/Arrow" { Properties { } SubShader { // Tags { "Queue" = "Transparent+10" } // ZTest Always Pass { // Fog { Mode Off } // Blend OneMinusDstColor Zero // ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityStandardBRDF.cginc" struct appdata { float4 position : POSITION; fixed3 normal : NORMAL; }; struct v2f { float4 position : SV_POSITION; fixed3 normal : TEXCOORD1; fixed4 color : COLOR0; }; v2f vert (appdata v) { v2f o; o.position = UnityObjectToClipPos(v.position); o.normal = UnityObjectToWorldNormal(v.normal); o.color = fixed4(1, 1, 1, 1) * clamp(dot(v.normal, fixed3(0.8, 1, 0.6)), 0.8, 1); // o.color += return o; } half4 frag( v2f i ) : COLOR { return i.color; } ENDCG } } }