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Occlusion shader for Unity. Can be used for mobile AR Occlusion
Shader "Custom/MobileOcclusion"
{
SubShader {
Pass {
// Render the Occlusion shader before all
// opaque geometry to prime the depth buffer.
Tags { "Queue"="Geometry" }
ZWrite On
ZTest LEqual
ColorMask 0
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 position : SV_POSITION;
};
v2f vert (appdata input)
{
v2f output;
output.position = UnityObjectToClipPos(input.vertex);
return output;
}
fixed4 frag (v2f input) : SV_Target
{
return fixed4(0.5, 0.3, 0.0, 1.0);
}
ENDCG
}
}
}
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