Shader "Hidden/CustomSRP/SRP0702/DepthOnly"
{
	Properties
	{
	}
	SubShader
	{
		Tags { "RenderType"="Opaque" }

		Pass
		{
			Tags { "LightMode" = "SRP0702_Pass" }

			ZWrite On

			HLSLPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "../../_General/ShaderLibrary/Input/Transformation.hlsl"

			struct appdata
			{
				float4 vertex : POSITION;
			};

			struct v2f
			{
				float4 vertex : SV_POSITION;
			};
	
			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = TransformObjectToHClip(v.vertex.xyz);
				return o;
			}
			
			float4 frag (v2f i) : SV_Target
			{
				return 1;
			}
			ENDHLSL
		}
	}
}
