I’ve tried to modify the Diffuse shader to render the object behind everything else by setting the Queue=Background, RenderMode=Background, Set the Cull and ZWrite to different settings and a few other things as well. Changed the camera.renderingPath = RenderingPath.Forward as was suggested this thread, but nothing seems to work. The object always seems to render normally as if I was just using the regular Diffuse shader.
Here’s the current shader:
Shader "Background/Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "Queue"="Background" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "VertexLit"
}
Any ideas?
FWIW, using Unity 4.0.1f2