Shader "Stylized Water 2/Cutout" { Properties { //[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) } SubShader { PackageRequirements { "com.unity.render-pipelines.core": "10.3.2" "com.unity.render-pipelines.universal": "10.3.2" } Tags { "RenderPipeline" = "UniversalPipeline" "Queue" = "Transparent-1" } ColorMask 0 ZWrite On Pass { Name "Depth mask" HLSLPROGRAM #pragma multi_compile_instancing #include "Libraries/URP.hlsl" //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" struct Attributes { float4 positionOS : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #pragma vertex vert #pragma fragment frag Varyings vert(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) CURVEDWORLD_TRANSFORM_VERTEX(input.positionOS) #endif output.positionCS = TransformObjectToHClip(input.positionOS.xyz); return output; } half4 frag() : SV_Target { return 0; } ENDHLSL } } }