Shader "SEGI/GIBlocker" { Properties { _BlockerValue ("Blocker Value", Range(0, 20)) = 5 } SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; }; float _BlockerValue; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return fixed4(0.0, 0.0, 0.0, 1.0); } ENDCG } } }