Shader "Unlit/WriteDepth" { SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { // ColorMask 0 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; } float4 frag (v2f i) : SV_Target { return float4(1,1,1,1); } ENDCG } } }