Plane Object as GUI - Lighting Issue

Hello,

I’m using planes and quads for backgrounds to my GUI panels within my actual scene. Because of this, the object is taking on lighting behaviours, which I do not want.

Is there away to tell the game object/shader to completely ignore lighting? Because right now, I’m using a directional lightly specifically for my GUIs, which I do not want.

I want to be able to use the absolute colour I have defined in the material shader.

If it helps, I have this shader that allows you to apply an absolute textures to a game object that doesn’t take on any lighting (used for GUI too):

Shader "GUI/Texture Only" {

Properties {
	_Color ("Main Color", Color) = (.5,.5,.5,1)
	_MainTex ("Texture", 2D) = ""
}

SubShader {Pass {	// iPhone 3GS and later
	GLSLPROGRAM
	varying mediump vec2 uv;
	
	#ifdef VERTEX
	void main() {
		gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
		uv = gl_MultiTexCoord0.xy;
	}
	#endif
	
	#ifdef FRAGMENT
	uniform lowp sampler2D _MainTex;
	void main() {
		gl_FragColor = texture2D(_MainTex, uv);
	}
	#endif		
	ENDGLSL
}}

SubShader {Pass {	// pre-3GS devices, including the September 2009 8GB iPod touch
	SetTexture[_MainTex]
}}
 
}

There are lots of shaders that don’t take on lighting. Try Unlit/Texture for example. And there are many more including ones on the Wiki.