Shader "Hidden/Beautify2/DepthOnlyWithObjectIdAlphaTest" { Properties { [MainTexture] _BaseMap ("Texture", 2D) = "white" {} [MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1) } SubShader { ZWrite On Cull Back Pass { Name "Beautify DepthOnly With ObjectId Alpha Test Pass" HLSLPROGRAM #pragma target 4.5 #pragma vertex UnlitPassVertex #pragma fragment UnlitPassFragment #pragma multi_compile _ DOTS_INSTANCING_ON #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" half _OutlineCutOff; TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; CBUFFER_END #ifdef UNITY_DOTS_INSTANCING_ENABLED UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata) UNITY_DOTS_INSTANCED_PROP(float4, _BaseMap_ST) UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata) #define _BaseMap_ST UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, _BaseMap_ST) #endif #include "DepthOnlyWithObjectIdAlphaTest_Include.hlsl" ENDHLSL } Pass { Name "Beautify DepthOnly With ObjectId Alpha Test Pass" // for older GPUs with no DOTs instancing HLSLPROGRAM #pragma target 2.0 #pragma vertex UnlitPassVertex #pragma fragment UnlitPassFragment #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" half _OutlineCutOff; TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; CBUFFER_END #include "DepthOnlyWithObjectIdAlphaTest_Include.hlsl" ENDHLSL } } }