Shader "Hidden/Highlighted/Opaque" { Properties { [HideInInspector] _ZTest ("", Float) = 8 [HideInInspector] _StencilRef ("", Float) = 1 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { o.Albedo = 1; } ENDCG } }