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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
}
}
}