Shader "URP/DepthOnly"
{
	Properties
	{
		_MainTex("Texture", 2D) = "white" {}
		_Cutoff("clip Value", Range(0, 1)) = 0.39
	}
		SubShader
		{
			Tags { "RenderType" = "Opaque" }
			LOD 100

		  Pass
			{
				Name "DepthOnly"
				Tags{"LightMode" = "DepthOnly"}

						ZWrite On
					ColorMask 0
					Cull[_Cull]

					HLSLPROGRAM
			// Required to compile gles 2.0 with standard srp library
			#pragma prefer_hlslcc gles
			#pragma exclude_renderers d3d11_9x
			#pragma target 2.0

			#pragma vertex vert
			#pragma fragment frag

			// -------------------------------------
			// Material Keywords
			#pragma shader_feature _ALPHATEST_ON
			#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

			//--------------------------------------
			// GPU Instancing
			#pragma multi_compile_instancing
			 sampler2D _MainTex;
		   half4 _MainTex_ST;
		   half _Cutoff;
		   #include "Assets/URP/Shader/HLSL/Common/Template Shader/DepthOnly.hlsl"
		   ENDHLSL
		}

	   Pass
			{
				Name "DepthOnlyCutoff"
				Tags{"LightMode" = "DepthOnly"}

				ZWrite On
				ColorMask 0
				Cull[_Cull]

				HLSLPROGRAM

			#pragma prefer_hlslcc gles
			#pragma exclude_renderers d3d11_9x
			#pragma target 2.0

			#pragma vertex vertCutoff
			#pragma fragment fragCutoff

			// -------------------------------------
			// Material Keywords
			#pragma shader_feature _ALPHATEST_ON
			#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

			//--------------------------------------
			// GPU Instancing
			#pragma multi_compile_instancing

		   sampler2D _MainTex;
		   half4 _MainTex_ST;
		   half _Cutoff;

		   #include "Assets/URP/Shader/HLSL/Common/Template Shader/DepthOnly.hlsl"
		   ENDHLSL
	      }
		}
}
