Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On Cull ${Culling} ColorMask 0 HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl" #include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl" ENDHLSL }