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ZHGD_Web/Assets/Art/Art Plugins/GPUInstancer/Shaders/ShadowsOnly_GPUI.shader

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2025-07-13 23:16:20 +08:00
Shader "Hidden/GPUInstancer/ShadowsOnly" {
SubShader {
Tags {
"Queue" = "Transparent"
}
// Pass to render object as a shadow caster
Pass {
Name "ShadowCaster"
Tags {
"LightMode" = "ShadowCaster"
}
CGPROGRAM
#include "UnityCG.cginc"
#include "Include/GPUInstancerInclude.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing // allow instanced shadow pass for most of the shaders
#pragma instancing_options procedural:setupGPUI
struct v2f {
V2F_SHADOW_CASTER;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag(v2f i) : SV_Target
{
SHADOW_CASTER_FRAGMENT(i);
}
ENDCG
}
}
}