// Used on D3D11 and similar platforms for non-fullscreen clears // (platforms that can't clear just part of the render target) Shader "Hidden/InternalClear" { CGINCLUDE #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; }; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; return o; } fixed4 frag (v2f i) : SV_Target { return i.color; } ENDCG SubShader { ZTest Always Cull Off Pass { ColorMask 0 ZWrite Off CGPROGRAM ENDCG } Pass { ZWrite Off CGPROGRAM ENDCG } Pass { ColorMask 0 CGPROGRAM ENDCG } Pass { CGPROGRAM ENDCG } Pass { ColorMask 0 ZWrite Off Stencil { Comp Always Pass Zero } CGPROGRAM ENDCG } Pass { ZWrite Off Stencil { Comp Always Pass Zero } CGPROGRAM ENDCG } Pass { ColorMask 0 Stencil { Comp Always Pass Zero } CGPROGRAM ENDCG } Pass { Stencil { Comp Always Pass Zero } CGPROGRAM ENDCG } } Fallback Off }