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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
}
}
}
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