Shader "Hidden/AQUAS/Utils/Depth Only" { Properties { _ObjectScale ("Object Scale", Vector) = (0,0,0,0) _waterLevel ("waterLevel", Float) = 0 _RangeVector ("Range Vector", Vector) = (0,0,0,0) _RandomMask ("Random Mask", 2D) = "white" {} [Toggle] _ProjectGrid ("Project Grid", Float) = 0 [HideInInspector] __dirty ("", Float) = 1 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; struct Vertex_Stage_Input { float4 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { return float4(1.0, 1.0, 1.0, 1.0); // RGBA } ENDHLSL } } Fallback "Diffuse" }