Shader "Custom/MeshTerrainDebug" { Properties{ _Color("Color", Color) = (1,1,1,1) } SubShader{ Tags{ "RenderType" = "Opaque" "Queue" = "Transparent" } LOD 200 ZWrite Off Offset -1,-1 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; fixed4 _Color; void surf(Input IN, inout SurfaceOutputStandard o) { o.Albedo = _Color; } ENDCG } FallBack "Diffuse" }