// Used on the scene when capturing from BakerySectors // Outputs albedo, normal and alpha // Shader replacement logic will select subshaders by RenderType // In SRP we'll choose a pass instead Shader "Hidden/ftFarSphereRender" { Properties { //_Color ("Color", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} } SubShader { // Used by SRP Tags { "RenderType"="NotReally" } Pass { // Opaque CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #define OPAQUE #include "ftFarSphereRenderBase.cginc" ENDCG } Pass { // Transparent CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "ftFarSphereRenderBase.cginc" ENDCG } Pass { // TransparentCutout CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "ftFarSphereRenderBase.cginc" ENDCG } } SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #define OPAQUE #include "ftFarSphereRenderBase.cginc" ENDCG } } SubShader { Tags { "RenderType"="Transparent" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "ftFarSphereRenderBase.cginc" ENDCG } } SubShader { Tags { "RenderType"="TransparentCutout" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "ftFarSphereRenderBase.cginc" ENDCG } } }