Shader "Hidden/SimpleClear" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float4 _MainTex_TexelSize; struct v2f { float4 pos : SV_POSITION; }; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); return o; } half4 frag (v2f i) : SV_Target { return half4(0,0,0,0); } ENDCG } } Fallback off }