batteryDiagnosis/Assets/Culling_Mask/Shader/Culling.shader

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// 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
}
}
}