Shader "Hidden/Universal Render Pipeline/CopyDepth" { SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} Pass { Name "CopyDepth" ZTest Always ZWrite On ColorMask 0 Cull Off HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ _DEPTH_MSAA_2 _DEPTH_MSAA_4 _DEPTH_MSAA_8 #pragma multi_compile _ _USE_DRAW_PROCEDURAL #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl" ENDHLSL } } }