ProjectDDD/Assets/Plugins/AllIn1VfxToolkit/Shaders/Extras/All1VfxZWriteGpuInstancing.shader

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Shader "AllIn1Vfx/Others/ZWriteGpuInstancing"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderQueue"="Geometry+1"}
Pass
{
Zwrite On
Offset 0, 1
ColorMask Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return 1;
}
ENDCG
}
}
}