Shader "BlockOut/Color" { Properties { _Color ("Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" fixed4 _Color; struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert(appdata input) { v2f output; output.vertex = UnityObjectToClipPos(input.vertex); return output; } fixed4 frag(v2f input) : SV_Target { return _Color; } ENDCG } } }