render world space UI infront of everything unity

Shader "UI/Default_OverlayNoZTest"
{
    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" = "Overlay"
        "IgnoreProjector" = "True"
        "RenderType" = "Transparent"
        "PreviewType" = "Plane"
        "CanUseSpriteAtlas" = "True"
    }

        Stencil
    {
        Ref[_Stencil]
        Comp[_StencilComp]
        Pass[_StencilOp]
        ReadMask[_StencilReadMask]
        WriteMask[_StencilWriteMask]
    }

        Cull Off
        Lighting Off
        ZWrite Off
        ZTest 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;
    fixed4 _TextureSampleAdd; //Added for font color support

    v2f vert(appdata_t IN)
    {
        v2f OUT;
        OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
        OUT.texcoord = IN.texcoord;
        #ifdef UNITY_HALF_TEXEL_OFFSET
        OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
        #endif
        OUT.color = IN.color * _Color;
        return OUT;
    }

    sampler2D _MainTex;

    fixed4 frag(v2f IN) : SV_Target
    {
        half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;  //Added for font color support
        clip(color.a - 0.01);
        return color;
    }
        ENDCG
    }
    }
}

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