Shader "Unlit/Blocker" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags{"RenderType" = "Opaque" "RenderPipeline" = "Universal" "IgnoreProjector" = "True"} LOD 100 Cull front Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" float4 vert (float4 vertex : POSITION) : SV_POSITION { return TransformObjectToHClip(vertex); } half4 frag () : SV_Target { return half4(0,0,0,1); } ENDHLSL } } }