I've been looking for a little while, and I can't find anything that helps with this.
I tried using a custom shader,
Shader "Custom/ZSideShader"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" { }
}
SubShader
{
Tags { "Queue" = "Overlay" }
CGPROGRAM
#pragma surface surf Lambert
struct Input
{
float2 uv_MainTex;
};
sampler2D _MainTex;
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
SubShader
{
Tags { "Queue" = "Overlay" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma exclude_renderers gles xbox360 ps3 ps4 xboxone
ENDCG
SetTexture[_MainTex]
ColorMask RGB
ZWrite On
ZTest GEqual
}
}
}
, and applying it to a materials shader and putting the material on the cube, but it says that it cant compile