Shader "Hidden/ProBuilder/FaceHighlight" { Properties { _Color ("Color Tint", Color) = (1,1,1,1) } SubShader { Tags { "IgnoreProjector"="True" "RenderType"="Geometry" } Lighting Off ZTest LEqual ZWrite On Cull Back Blend SrcAlpha OneMinusSrcAlpha Pass { AlphaTest Greater .25 CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 _Color; struct appdata { float4 vertex : POSITION; }; struct v2f { float4 pos : SV_POSITION; }; v2f vert (appdata v) { v2f o; /// https://www.opengl.org/discussion_boards/showthread.php/166719-Clean-Wireframe-Over-Solid-Mesh o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1); o.pos.xyz *= .99; o.pos = mul(UNITY_MATRIX_P, o.pos); return o; } half4 frag (v2f i) : COLOR { return _Color; } ENDCG } } }