Shader "Hidden/Test" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } float myMultiplier; float myValue; sampler2D _MainTex; fixed4 frag (v2f i) : SV_Target { float mySum = 0; for (int i = 0; i < 10; i ++) { mySum += myValue * myMultiplier; } return mySum; } ENDCG } } }