Shader "VolumetricLights/Invisible" { Properties { [HideInInspector] _MainTex ("Texture", 2D) = "white" {} [HideInInspector] _Color("Color", Color) = (0.9,0.9,0.9,0.3) } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry-100" } ZTest Always ZWrite Off ColorMask 0 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag struct appdata { float4 vertex : POSITION; }; struct v2f { float4 pos : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.pos = -1000; return o; } half4 frag(v2f i) : SV_Target { return 0; } ENDCG } } }