testss
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Shader "Hidden/Universal Render Pipeline/CopyDepth"
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{
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
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Pass
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{
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Name "CopyDepth"
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ZTest Always ZWrite On ColorMask 0
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Cull Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ _DEPTH_MSAA_2 _DEPTH_MSAA_4 _DEPTH_MSAA_8
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#pragma multi_compile _ _USE_DRAW_PROCEDURAL
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl"
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ENDHLSL
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}
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}
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}
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