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2026-06-22 16:18:34 +02:00

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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
}
}
}