1
2
3 Shader
"Hidden/SimpleClear" {
4 Properties {
5     _MainTex (
"Base (RGB)", 2D) = "white" {}
6 }
7
8 SubShader {
9     Pass {
10         ZTest Always Cull Off ZWrite Off
11
12 CGPROGRAM
13 #pragma vertex vert
14 #pragma fragment frag
15 #include
"UnityCG.cginc"
16
17 uniform sampler2D _MainTex;
18 uniform float4 _MainTex_TexelSize;
19  

20 struct
v2f {
21     float4 pos : SV_POSITION;
22 };
23
24 v2f vert( appdata_img v )
25 {
26     v2f o;
27     o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
28     
return o;
29 }
30
31 half4 frag (v2f i) : SV_Target
32 {
33     
return half4(0,0,0,0);
34 }
35 ENDCG
36     }
37 }
38
39 Fallback off
40
41 }


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