Pass { Tags{"LightMode" = "LightweightForward"} ${Tags} ${Blending} ${Culling} ${ZTest} ${ZWrite} CGPROGRAM #pragma target 3.0 #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON #pragma multi_compile_fog #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag #pragma glsl #pragma debug #include "UnityCG.cginc" ${Defines} ${Graph} struct GraphVertexOutput { float4 position : POSITION; ${Interpolators} UNITY_VERTEX_OUTPUT_STEREO }; GraphVertexOutput vert (GraphVertexInput v) { v = PopulateVertexData(v); UNITY_SETUP_INSTANCE_ID(v); GraphVertexOutput o; UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.position = UnityObjectToClipPos(v.vertex); ${VertexShader} return o; } fixed4 frag (GraphVertexOutput IN) : SV_Target { ${LocalPixelShader} SurfaceInputs surfaceInput; ${SurfaceInputs} SurfaceDescription surf = PopulateSurfaceData(surfaceInput); float3 Color = 0; float Alpha = 0; ${SurfaceOutputRemap} return fixed4(Color, Alpha); } ENDCG }