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#ifndef LIGHTWEIGHT_PASS_SHADOW_INCLUDED
#define LIGHTWEIGHT_PASS_SHADOW_INCLUDED
#include "LightweightShaderLibrary/Core.hlsl"
float4 ShadowPassVertex(float4 pos : POSITION) : SV_POSITION
{
float4 clipPos = TransformObjectToHClip(pos.xyz);
#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