#if SHADERPASS != SHADERPASS_DEPTH_ONLY #error SHADERPASS_is_not_correctly_define #endif float4 Frag(PackedVaryings packedInput) : SV_Target { FragInput input = UnpackVaryings(packedInput); SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, surfaceData, builtinData); // TODO: handle cubemap shadow return float4(0.0, 0.0, 0.0, 0.0); }