#if SHADERPASS != SHADERPASS_DEPTH_ONLY #error SHADERPASS_is_not_correctly_define #endif float4 Frag(PackedVaryings packedInput) : SV_Target { FragInputs input = UnpackVaryings(packedInput); // input.unPositionSS is SV_Position PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw); UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput); float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); // TODO: handle cubemap shadow return float4(0.0, 0.0, 0.0, 0.0); }