// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. Shader "ShadowSDK/InvisibleShader" { Subshader { Pass { GLSLPROGRAM #ifdef VERTEX void main() {} #endif #ifdef FRAGMENT void main() {} #endif ENDGLSL } } Subshader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { fixed4 position : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata_base v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.position = fixed4(0,0,0,0); return o; } fixed4 frag() : COLOR { return fixed4(0,0,0,0); } ENDCG } } }