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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
}