Shader "Hidden/Universal Render Pipeline/CopyDepth" { SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} Pass { Name "CopyDepth" ZTest Always ZWrite On ColorMask 0 HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #pragma multi_compile _DEPTH_NO_MSAA _DEPTH_MSAA_2 _DEPTH_MSAA_4 #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl" ENDHLSL } } }