Shader "GlobalSnow/NullShader" { Properties { } SubShader { Pass { ZWrite Off ZTest Always CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; }; v2f vert( appdata_base v ) { v2f o; o.pos = 0; return o; } fixed4 frag(v2f i) : SV_Target { discard; return fixed4(0,0,0,0); } ENDCG } } Fallback Off }