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Pass
{
Tags{"LightMode" = "ShadowCaster"}
ZWrite On ZTest LEqual
CGPROGRAM
#pragma target 2.0
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "UnityCG.cginc"
#include "LightweightPassShadow.cginc"
ENDCG
}
Pass
{
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
CGPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 vert(float4 pos : POSITION) : SV_POSITION
{
return UnityObjectToClipPos(pos);
}
half4 frag() : SV_TARGET
{
return 0;
}
ENDCG
}