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"
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert (appdata_base v)
{
v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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return o;
}
float4 frag(v2f i) : COLOR
{
return 0;
}
ENDCG
}
}
}