Shader "Hidden/ShowOcclusion" { SubShader { Tags { "RenderType" = "Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _OcclusionMap; float4 _OcclusionMap_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _OcclusionMap); return o; } fixed4 frag(v2f i) : SV_Target { float4 occlusion = tex2D(_OcclusionMap, i.uv); return occlusion.x; } ENDCG } } }