VolumetricLighting/Assets/VolumetricFog/Shaders/Shadowmap.shader

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Shader "Hidden/Shadowmap" {
SubShader{
Tags {
"RenderType" = "Opaque"
}
Pass {
Fog { Mode Off }
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
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struct v2f
{
float4 pos : SV_POSITION;
};
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v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
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float4 frag(v2f i) : COLOR
{
return 0;
}
ENDCG
}
}
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}