#ifndef LIGHTWEIGHT_PASS_SHADOW_INCLUDED #define LIGHTWEIGHT_PASS_SHADOW_INCLUDED float4 ShadowPassVertex(float4 pos : POSITION) : SV_POSITION { float4 clipPos = UnityObjectToClipPos(pos); #if defined(UNITY_REVERSED_Z) clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); #else clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); #endif return clipPos; } half4 ShadowPassFragment() : SV_TARGET { return 0; } #endif