Shader "AllIn1Vfx/Others/ZWriteGpuInstancing" { Properties { } SubShader { Tags { "RenderType"="Opaque" "RenderQueue"="Geometry+1"} Pass { Zwrite On Offset 0, 1 ColorMask Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return 1; } ENDCG } } }