Shader "Hidden/WindContribution" { SubShader { Pass { Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; float4 color : TEXCOORD0; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = float4(v.color.x, v.color.y, v.color.z, 1); return o; } fixed4 frag(v2f i) : SV_Target { return i.color; } ENDCG } } }