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 } } }