#pragma once #include "Includes/Common/Input.hlsl" struct Attributes { float4 position : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float2 uv : TEXCOORD0; float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; Varyings DepthOnlyVertex(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); output.positionCS = TransformObjectToHClip(input.position.xyz); return output; } half4 DepthOnlyFragment(Varyings input) : SV_TARGET { #if _ALPHATEST_ON { half alpha = tex2D(_BaseMap, input.uv).a * _BaseColor.a; clip(alpha - _Cutoff); } #endif return 0; }