Shader "Hidden/Universal Render Pipeline/CopyDepth" { SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} Pass { Name "CopyDepth" ZTest Always ZWrite[_ZWrite] ColorMask R Cull Off HLSLPROGRAM #pragma vertex Vert #pragma fragment frag #pragma multi_compile _ _DEPTH_MSAA_2 _DEPTH_MSAA_4 _DEPTH_MSAA_8 #pragma multi_compile _ _OUTPUT_DEPTH #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl" ENDHLSL } } }