Shader "Hidden/Shadowmap" {
	SubShader{
		Tags {
			"RenderType" = "Opaque"
		}
		Pass {
			Fog { Mode Off }
			Cull Back
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"

			struct v2f
			{
				float4 pos : SV_POSITION;
			};

			v2f vert(appdata_base v)
			{
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				return o;
			}

			float4 frag(v2f i) : COLOR
			{
				return 0;
			}
			ENDCG
		}
	}
}