#T#EarlyZEnablePrefix
//ifex _RenderingEarlyZEnabled==0

#T#EarlyZEnableSuffix
//endex

#T#EarlyZPassTags
Name "EarlyZ"
Tags { "LightMode" = "ForwardBase" }

#T#EarlyZPassStencil
#K#EARLYZ_PASS_STENCIL

#T#EarlyZPassBlendSettings
ZWrite On
Cull [_Cull]
ColorMask 0

#T#EarlyZPassOnlyKeywords
#pragma multi_compile_instancing
#pragma multi_compile_fog
#define POI_PASS_EARLYZ

#T#EarlyZPassKeywords
#K#EARLYZ_PASS_KEYWORDS

#T#EarlyZPassPropertyVariables
#K#EARLYZ_PROPERTY_VARIABLES

#T#EarlyZPassPrograms
#K#VERTEX_EARLYZ_DATA_STRUCTURES
#K#VERTEX_EARLYZ_FUNCTIONS_EARLY
#K#VERTEX_EARLYZ_FUNCTIONS
#K#VERTEX_EARLYZ_FUNCTIONS_LATE
#K#VERTEX_EARLYZ_PROGRAM

#K#HULLDOMAIN_EARLYZSE_PROGRAM
#K#GEOMETRY_EARLYZ_PROGRAM

#K#FRAGMENT_EARLYZ_DATA_STRUCTURES
#K#FRAGMENT_EARLYZ_FUNCTIONS_EARLY
#K#FRAGMENT_EARLYZ_FUNCTIONS
#K#FRAGMENT_EARLYZ_FUNCTIONS_LATE
float4 frag(VertexOut i, uint facing : SV_IsFrontFace) : SV_Target
/*
#ifdef
, out float depth : SV_DEPTH
#endif
*/
{
    clip(_RenderingEarlyZEnabled - 1.0);
    UNITY_SETUP_INSTANCE_ID(i);
    UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
    return float4(1, 1, 1, 1);
}

#T#EarlyZProperties
[ToggleUI] _RenderingEarlyZEnabled ("Early Z", Float) = 0

#T#PoiEarlyZVariables
float _RenderingEarlyZEnabled;