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UDRIGEEKCup2024/Assets/Shaders/PlaneOcclusion.shader

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2024-04-23 13:14:20 -04:00
Shader "Custom/PlaneOcclusion"
{
SubShader
{
Tags { "RenderType"="Opaque" "Queue" = "Geometry-1" "RenderPipeline" = "UniversalPipeline" }
ZWrite On
ZTest LEqual
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 fixed4(0.0, 0.0, 0.0, 0.0);
}
ENDCG
}
}
}