﻿Shader "GcAR/Transparent-Depth" {
    SubShader
    {
        Tags { "RenderType" = "Opaque" }
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
            };


            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                discard;
                return 0;
            }
            ENDCG
        }
    }
        Fallback "Diffuse"
}