Pass { Tags{"LightMode" = "ShadowCaster"} ZWrite On ZTest LEqual HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma target 2.0 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl" ENDHLSL } Pass { Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma target 2.0 #pragma vertex vert #pragma fragment frag #include "LWRP/ShaderLibrary/Core.hlsl" float4 vert(float4 pos : POSITION) : SV_POSITION { return TransformObjectToHClip(pos.xyz); } half4 frag() : SV_TARGET { return 0; } ENDHLSL } // This pass it not used during regular rendering, only for lightmap baking. Pass { Tags{"LightMode" = "Meta"} Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma vertex LightweightVertexMeta #pragma fragment LightweightFragmentMeta #pragma shader_feature _SPECULAR_SETUP #pragma shader_feature _EMISSION #pragma shader_feature _METALLICSPECGLOSSMAP #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature EDITOR_VISUALIZATION #pragma shader_feature _SPECGLOSSMAP #include "LWRP/ShaderLibrary/LightweightPassMeta.hlsl" ENDHLSL }