Shader "Hidden/Shadow2DShadowGeometry" { Properties { [HideInInspector] _ShadowColorMask("__ShadowColorMask", Int) = 1 } SubShader { Tags { "RenderType"="Opaque" } Cull Off BlendOp Add Blend One One ZWrite Off ZTest Always // Process the shadow Pass { Name "Draw Geometry Shadow (R)" ColorMask R 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(1,1,1,1); } ENDHLSL } } }