Created
November 27, 2023 16:15
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Occlusion Shader for Unity using the Standard Render Pipeline
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Shader "Custom/Occlusion" | |
{ | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
Tags { "Queue" = "Geometry-1" } | |
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 | |
} | |
} | |
} |
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