// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. // // Depth only shader. Writes to the depth buffer, but color writes are disabled for performance. // Shader "Surface Reconstruction/Occlusion" { Properties { } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" } Pass { ColorMask 0 Offset 50, 100 CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma exclude_renderers d3d11_9x #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 } } }