Shader "Hidden/HDRP/WaterExclusion" { Properties {} SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { Name "StencilTag" Tags { "LightMode" = "StencilTag" } Cull Back ZTest LEqual ZWrite Off Stencil { WriteMask [_StencilWriteMaskStencilTag] Ref [_StencilRefMaskStencilTag] Comp Always Pass Replace } HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile _ DOTS_INSTANCING_ON // #pragma enable_d3d11_debug_symbols #pragma vertex Vert #pragma fragment Frag // Package includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderers.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl" PackedVaryingsType Vert(AttributesMesh inputMesh) { VaryingsType varyingsType; varyingsType.vmesh = VertMesh(inputMesh); return PackVaryingsType(varyingsType); } float Frag(PackedVaryingsToPS packedInput) : SV_Target { return 0.0; } ENDHLSL } } Fallback Off }