Shader "AwesomeTechnologies/TouchReact/RenderTouchBufferInstanced" { Properties { } SubShader { Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #pragma target 3.0 #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float4 data : TEXCOORD0; }; float4 _TB_Pos; v2f vert(appdata_base v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); o.pos = UnityObjectToClipPos(v.vertex); o.data.r = mul( unity_ObjectToWorld, v.vertex ).y/10000; o.data.g = 1; return o; } float4 frag(v2f i) : COLOR { return i.data; } ENDCG } } }