Shader "Hidden/ftBlack" { SubShader { Pass { Name "META" Tags {"LightMode"="Meta"} Cull Off CGPROGRAM #include "UnityCG.cginc" struct VertexInput { float2 uv1 : TEXCOORD1; }; struct v2f_meta2 { float4 pos : SV_POSITION; }; v2f_meta2 vert_meta2 (VertexInput v) { v2f_meta2 o; o.pos = float4(((v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw)*2-1) * float2(1,-1), 0.5, 1); return o; } float4 frag_meta2 (v2f_meta2 i): SV_Target { return float4(0,0,0,1); } #pragma vertex vert_meta2 #pragma fragment frag_meta2 ENDCG } } }