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Shader "Hidden/LightweightPipeline/CopyDepth"
{
Properties
{
[HideInInspector] _SampleCount("MSAA sample count", Float) = 1.0
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
Pass
{
Name "Default"
ZTest Always ZWrite On ColorMask 0
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ _MSAA_DEPTH
#include "LWRP/ShaderLibrary/DepthCopy.hlsl"
ENDHLSL
}
}
}