Shader "AR/Occlusion" { // URP SubShader SubShader { PackageRequirements { "com.unity.render-pipelines.universal": "12.0" } Tags { "RenderType"="Opaque" "Queue" = "Geometry-1" "RenderPipeline" = "UniversalPipeline" } ZWrite On ZTest LEqual ColorMask 0 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); ZERO_INITIALIZE(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = TransformObjectToHClip(v.vertex.xyz); return o; } real4 frag (v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); return real4(0.0, 0.0, 0.0, 0.0); } ENDHLSL } } // Built-in Render Pipeline Subshader SubShader { Tags { "RenderType"="Opaque" } Tags { "Queue" = "Geometry-1" } ZWrite On ZTest LEqual ColorMask 0 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); return fixed4(0.0, 0.0, 0.0, 0.0); } ENDCG } } }