Shader Z-Fight Offset

(screenshot with Quad mesh placed on top of Plane with raycast hit.point)

If you want to use Raycast hit.point to place quad on a flat surface, it will most likely create Z fighting issue..
You could add position offset by hit.point+Vector3(0,0.1f,0),
Or use modified shader to add offset:

Tags {“Queue”=”Transparent” “IgnoreProjector”=”True” “RenderType”=”Transparent”}
LOD 100

ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Offset -1, -1 // This line is added to default Unlit/Transparent shader


Offset: “This allows you to force one polygon to be drawn on top of another although they are actually in the same position”



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