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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
}
}
}