Shader "Custom/OverlayShader" { Properties { _MainTex("Texture", 2D) = "white" {} } SubShader { Tags { "Queue" = "Overlay" } // 设置渲染队列为Overlay Pass { ZTest Always // 忽略深度测试 ZWrite Off // 关闭深度写入 CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } }