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Shader "VolumetricLights/Invisible"
{
Properties
{
[HideInInspector] _MainTex ("Texture", 2D) = "white" {}
[HideInInspector] _Color("Color", Color) = (0.9,0.9,0.9,0.3)
}
SubShader
{
Tags { "RenderType" = "Opaque" "Queue" = "Geometry-100" }
ZTest Always
ZWrite Off
ColorMask 0
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.pos = -1000;
return o;
}
half4 frag(v2f i) : SV_Target
{
return 0;
}
ENDCG
}
}
}