Shader "Universal Render Pipeline/VR/SpatialMapping/Occlusion" { SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "Queue" = "Geometry-1" } LOD 100 ZWrite On ZTest LEqual Colormask 0 Cull Off Pass { Name "Spatial Mapping Occlusion" HLSLPROGRAM #pragma vertex vert #pragma fragment frag // ------------------------------------- // Unity defined keywords #pragma multi_compile_instancing #include "UnlitInput.hlsl" struct Attributes { float4 positionOS : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 vertex : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; Varyings vert(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); output.vertex = vertexInput.positionCS; return output; } half4 frag(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); return half4(0,0,0,0); } ENDHLSL } } FallBack "Hidden/Universal Render Pipeline/FallbackError" }