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path: root/Assets/Bundle/Shaders/Unit/Common/unit_common_depth.shader
blob: 075aec39d746732dfccf8f5ef26330b2b9a5a1c9 (plain)
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Shader "Erika/Unit/Common/Depth"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Tags {  "RenderType" = "Opaque" "Queue" = "Geometry"  }
        LOD 100
/*
		Pass
		{
			Name "ShadowCaster"
			Tags{"LightMode" = "ShadowCaster"}

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_shadowcaster
			#include "UnityCG.cginc" 

			struct v2f
			{
				V2F_SHADOW_CASTER;
			};

			v2f vert(appdata_base  v)
			{
				v2f o;
				TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
				return o;
			}

			float4  frag(v2f i) :SV_Target
			{
				SHADOW_CASTER_FRAGMENT(i)
			}

			ENDCG

		}*/

		Pass
		{
			Name "ShadowCaster"
			Tags { "LightMode" = "ShadowCaster" }

			Cull Back
			ZWrite On
			ZTest LEqual

			CGPROGRAM
			#pragma target 3.0
			#pragma multi_compile _ _ALPHATEST_ON _ALPHABLEND_ON
			#pragma multi_compile_shadowcaster
			#pragma vertex vertShadowCaster
			#pragma fragment fragShadowCaster
			#include "UnityStandardShadow.cginc"
			ENDCG
		}

    }
}