Shader "Hidden/GPUInstancer/Nature/TreeProxy" { SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" //"ForceNoShadowCasting"="True" //"IgnoreProjector"="True" //"LightMode"="Always" } LOD 100 //ZTest Always Cull Off //ZWrite Off //Fog { Mode off } //Blend Off Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag struct appdata_t { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata_base v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); return o; } void frag () { discard; } ENDCG } } }