Shader "Custom/Skybox Background 2D" { Properties { _Color(" Color", color) = (1, 1, 1, 1) [NoScaleOffset] _MainTex (" Map", 2D) = "white" {} } SubShader { Tags { "QUEUE"="Background" "RenderType"="Background" } LOD 200 Cull Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" fixed4 _Color; sampler2D _MainTex; struct vertOut { float4 pos : SV_POSITION; float4 scrPos : TEXCOORD0; }; vertOut vert(appdata_base v) { vertOut o; o.pos = UnityObjectToClipPos(v.vertex); o.scrPos = ComputeScreenPos(o.pos); return o; } fixed4 frag(vertOut i) : SV_Target { float2 uv = (i.scrPos.xy / i.scrPos.w); return tex2D(_MainTex, uv) * _Color; } ENDCG } } }