Shader "Hidden/ScriptableRenderPipeline/ShadowClear" { HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch #include "CoreRP/ShaderLibrary/Common.hlsl" ENDHLSL SubShader { Pass { Name "ClearShadow" ZTest Always Cull Off ZWrite On HLSLPROGRAM #pragma vertex Vert_0 #pragma fragment Frag float4 Vert_0( uint vertexID : VERTEXID_SEMANTIC ) : SV_POSITION { return GetFullScreenTriangleVertexPosition( vertexID, UNITY_RAW_FAR_CLIP_VALUE ); } float4 Frag() : SV_Target{ return 0.0.xxxx; } ENDHLSL } } Fallback Off }