Shader "Hidden/Shadow2DRemoveSelf" { Properties { _MainTex ("Texture", 2D) = "white" {} [PerRendererData][HideInInspector] _ShadowStencilGroup("__ShadowStencilGroup", Float) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } Cull Off BlendOp Add Blend One One ZWrite Off Pass { Stencil { Ref [_ShadowStencilGroup] Comp Equal Pass Keep Fail Keep } HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _ReceivesShadows; Varyings vert (Attributes v) { Varyings o; o.vertex = TransformObjectToHClip(v.vertex.xyz); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } half4 frag(Varyings i) : SV_Target { half4 main = tex2D(_MainTex, i.uv); half4 col; col.r = 0; col.g = 0; col.b = main.a; col.a = 0; return col; } ENDHLSL } } }