Shader "Hidden/SEGIRenderSunDepth" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.333 } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 5.0 #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; float _Cutoff; struct v2f { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; float3 normal : TEXCOORD1; half4 color : COLOR; }; v2f vert (appdata_full v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); float3 pos = o.pos; o.pos.xy = (o.pos.xy); o.uv = float4(TRANSFORM_TEX(v.texcoord.xy, _MainTex), 1.0, 1.0); o.normal = UnityObjectToWorldNormal(v.normal); o.color = v.color; return o; } sampler2D GILightCookie; float4x4 GIProjection; float4 frag (v2f input) : SV_Target { float depth = input.pos.z; return depth; } ENDCG } } Fallback "Legacy Shaders/VertexLit" }