Shader "Hidden/DepthMapQuad" { SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "buuuh" } LOD 100 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag(v2f i) : SV_Target { clip(-.1); return 1; } ENDCG } } SubShader { Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" } LOD 1 UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" } }