Shader "Hidden/VFXNullShader" { SubShader { Tags { "LightMode" = "Ignore" } Pass { HLSLPROGRAM #pragma multi_compile_local WRITE_STATIC_ONLY #pragma vertex Vert #pragma fragment Frag struct a2v { float2 uv : TEXCOORD0; float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; float4 position : TEXCOORD0; float4 normal : TEXCOORD1; float4 tangent : TEXCOORD2; float4 color : TEXCOORD3; }; v2f Vert(a2v v) { v2f o; o.vertex = float4(v.uv.x * 0.00000001f, 0, 0.f, 1.f); o.position = v.vertex; o.normal = float4(v.normal, 1.f); o.tangent = v.tangent; o.color = v.color; return o; } void Frag(v2f i) {} ENDHLSL } } }