Shader "Hidden/HDRP/ClearBlack" { HLSLINCLUDE #pragma target 4.5 #pragma editor_sync_compilation #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" struct Attributes { uint vertexID : SV_VertexID; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; Varyings Vert(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); return output; } float4 Frag(Varyings input) : SV_Target { return (0.0).xxxx; } ENDHLSL SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { ZWrite On ZTest Always Blend Off Cull Off HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag ENDHLSL } } Fallback Off }