Shader "Custom/SpriteAlwaysOnTop" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off ZTest Always Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile_instancing #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; fixed4 _Color; v2f vert(appdata_t IN) { v2f OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap(OUT.vertex); #endif return OUT; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color; c.rgb *= c.a; return c; } ENDCG } } }