// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Mask/Culling" { SubShader { Tags { "RenderType"="Opaque" } Pass { blend zero one zwrite off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; 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 { // sample the texture fixed4 col =fixed4(0,0,0,0); return col; } ENDCG } } }