Shader "URPWater/VFX/Mask" { Properties { } SubShader{ Tags { "Queue" = "Transparent-1" "RenderPipeline" = "UniversalPipeline" } ColorMask 0 ZWrite On Pass { Name "URPWaterMask" HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 pos : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #pragma vertex vert #pragma fragment frag Varyings vert(Attributes i) { Varyings o = (Varyings)0; UNITY_SETUP_INSTANCE_ID(i); UNITY_TRANSFER_INSTANCE_ID(i, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = TransformObjectToHClip(i.vertex.xyz); return o; } half4 frag() : SV_Target { return 0; } ENDHLSL } } }