Shader "Hidden/LightweightPipeline/CopyDepth" { Properties { [HideInInspector] _SampleCount("MSAA sample count", Float) = 1.0 } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"} Pass { Name "Default" ZTest Always ZWrite On ColorMask 0 HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #pragma multi_compile __ _MSAA_DEPTH #include "LWRP/ShaderLibrary/DepthCopy.hlsl" ENDHLSL } } }