Shader "Hidden/ProBuilder/HideVertices" { SubShader { Tags { "IgnoreProjector"="True" "RenderType"="Geometry" } Lighting Off ZTest On ZWrite On Cull Back Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 pos : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.pos = fixed4(0,0,0,0); return o; } half4 frag (v2f i) : COLOR { return fixed4(0,0,0,0); } ENDCG } } }