Shader "Hidden/Beautify2/DepthOnly" { Properties { [MainTexture] _BaseMap ("Texture", 2D) = "white" {} [MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1) _Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5 } SubShader { ColorMask 0 ZWrite On Cull [_Cull] Pass { Name "Beautify DepthOnly Pass" HLSLPROGRAM #pragma target 4.5 #pragma vertex UnlitPassVertex #pragma fragment UnlitPassFragment #pragma multi_compile_local _ DEPTH_PREPASS_ALPHA_TEST #pragma multi_compile _ DOTS_INSTANCING_ON #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); #if DEPTH_PREPASS_ALPHA_TEST CBUFFER_START(UnityPerMaterial) half _Cutoff; float4 _BaseMap_ST; CBUFFER_END #ifdef UNITY_DOTS_INSTANCING_ENABLED UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata) UNITY_DOTS_INSTANCED_PROP(float, _Cutoff) UNITY_DOTS_INSTANCED_PROP(float4, _BaseMap_ST) UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata) #define _Cutoff UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float, _Cutoff) #define _BaseMap_ST UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, _BaseMap_ST) #endif #endif #include "DepthOnly_Include.hlsl" ENDHLSL } Pass { Name "Beautify DepthOnly Pass" // for older GPUs with no DOTs instancing HLSLPROGRAM #pragma target 2.0 #pragma vertex UnlitPassVertex #pragma fragment UnlitPassFragment #pragma multi_compile_local _ DEPTH_PREPASS_ALPHA_TEST #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); #if DEPTH_PREPASS_ALPHA_TEST CBUFFER_START(UnityPerMaterial) half _Cutoff; float4 _BaseMap_ST; CBUFFER_END #endif #include "DepthOnly_Include.hlsl" ENDHLSL } } }