Shader "Hidden/Universal Render Pipeline/DBufferClear" { SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} LOD 100 Pass { Name "DBufferClear" ZTest Always ZWrite Off Cull Off HLSLPROGRAM #pragma vertex FullscreenVert #pragma fragment Fragment #pragma multi_compile_fragment _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ _USE_DRAW_PROCEDURAL #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Fullscreen.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" void Fragment( Varyings input, OUTPUT_DBUFFER(outDBuffer)) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); outDBuffer0 = half4(0, 0, 0, 1); #if defined(_DBUFFER_MRT3) || defined(_DBUFFER_MRT2) outDBuffer1 = half4(0.5f, 0.5f, 0.5f, 1); #endif #if defined(_DBUFFER_MRT3) outDBuffer2 = half4(0, 0, 0, 1); #endif } ENDHLSL } } }