Shader "Custom/GizmoSelectEncode" { Properties { _ID("ID", Color) = (0,0,0,1) } SubShader { Tags {"RenderType"="Opaque"} // 标记为不透明 LOD 100 // 细节级别 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; fixed4 _ID; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.vertex.z = 1; return o; } fixed4 frag (v2f i) : SV_Target { return _ID; } ENDCG } } FallBack "Diffuse" }