ENDCG
}
Pass
{
Tags{"Lightmode" = "DepthOnly"}
ZWrite On
CGPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 vert(float4 pos : POSITION) : SV_POSITION
return UnityObjectToClipPos(pos);
half4 frag() : SV_TARGET
return 0;
// This pass it not used during regular rendering, only for lightmap baking.
FallBack "VertexLit"
FallBack "Standard"
CustomEditor "LightweightStandardShaderGUI"