Hello. how can I put a image under 3D objects (on the principle of skybox)? I used this shader Spoiler: Shader Shader "UI/Back3D_Default" { Properties { //[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 } SubShader { Tags { "Queue"="Background" "IgnoreProjector"="True" "RenderType"="Background" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off ZTest [Always] //Less | Greater | LEqual | GEqual | Equal | NotEqual | Always Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; }; fixed4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; return OUT; } sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { half4 color = tex2D(_MainTex, IN.texcoord) * IN.color; clip (color.a - 0.01); //color.r=1; return color; } ENDCG } } } But it does not work.. Help me please..
Simple, have a Screenspace Camera canvas with a Plane distance set to draw behind the 3D objects Or a world space canvas placed behind or attached to the 3D hobject you want to show it behind.