Shader "Hidden/Shadow2DUnshadowGeometry" { Properties { } SubShader { Tags { "RenderType"="Transparent" } Cull Off ZWrite Off ZTest Always Pass { //Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit, Bit2: Caster Mask Bit Stencil { Ref 4 ReadMask 4 WriteMask 4 Comp NotEqual Pass Replace Fail Keep } ColorMask 0 HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 vertex : POSITION; }; struct Varyings { float4 vertex : SV_POSITION; }; Varyings vert (Attributes v) { Varyings o; o.vertex = TransformObjectToHClip(v.vertex.xyz); return o; } half4 frag(Varyings i) : SV_Target { return half4(0,0,0,0); } ENDHLSL } Pass { //Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit, Bit2: Caster Mask Bit Stencil { Ref 4 ReadMask 4 WriteMask 4 Comp Equal Pass Zero Fail Keep } ColorMask 0 HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 vertex : POSITION; }; struct Varyings { float4 vertex : SV_POSITION; }; Varyings vert(Attributes v) { Varyings o; o.vertex = TransformObjectToHClip(v.vertex.xyz); return o; } half4 frag(Varyings i) : SV_Target { return half4(0,0,0,0); } ENDHLSL } } }