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-
- Shader "Hidden/UnderlayTransparentOccluderImposter" {
- Properties { }
- SubShader {
- Tags { "Queue"="Transparent+2000" "RenderType"="Opaque" }
- LOD 100
- Cull Off
- ColorMask 0
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata {
- float4 vertex : POSITION;
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- };
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target {
- return 0;
- }
- ENDCG
- }
- }
- }
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