material { name : unlit, parameters : [ { type : float3, name : color }, { type : float, name : scale } ], depthWrite : true, depthCulling : false, shadingModel : unlit, blending: opaque, variantFilter : [ skinning, shadowReceiver, vsm ], culling: none, instanced: false, vertexDomain: object } vertex { void materialVertex(inout MaterialVertexInputs material) { material.worldPosition = materialParams.scale * getWorldFromModelMatrix() * getPosition(); } } fragment { void material(inout MaterialInputs material) { prepareMaterial(material); material.baseColor = float4(materialParams.color, 1.0); } }