Shader "Hidden/MicroVerse/SplineClear" { Properties { } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct vertexInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert(vertexInput v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } float4 frag(v2f i) : SV_Target { return float4(99999, 99999, 99999, 99999); } ENDCG } } }