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