2023-05-08 15:56:10 +03:00

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Shader "DepthMask"
{
Properties
{
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"Queue" = "Geometry-1"
}
Pass
{
ColorMask 0
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag(v2f i) : COLOR
{
return float4(1,1,1,1);
}
ENDCG
}
}
}