#T#EarlyZPassTags
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
inline float4 CalculateFrustumCorrection()
{
	float x1 = -UNITY_MATRIX_P._31 / (UNITY_MATRIX_P._11 * UNITY_MATRIX_P._34);
	float x2 = -UNITY_MATRIX_P._32 / (UNITY_MATRIX_P._22 * UNITY_MATRIX_P._34);
	return float4(x1, x2, 0, UNITY_MATRIX_P._33 / UNITY_MATRIX_P._34 + x1 * UNITY_MATRIX_P._13 + x2 * UNITY_MATRIX_P._23);
}
#K#VERTEX_EARLYZ_FUNCTIONS
#K#VERTEX_EARLYZ_FUNCTIONS_LATE
#K#VERTEX_EARLYZ_PROGRAM

#K#FRAGMENT_EARLYZ_DATA_STRUCTURES
#K#FRAGMENT_EARLYZ_FUNCTIONS_EARLY
#K#FRAGMENT_EARLYZ_FUNCTIONS
#K#FRAGMENT_EARLYZ_FUNCTIONS_LATE
float4 frag(v2f i, uint facing : SV_IsFrontFace) : SV_Target
/*
#ifdef
, out float depth : SV_DEPTH
#endif
*/
{
	UNITY_SETUP_INSTANCE_ID(i);
	UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
	return float4(1,1,1,1);
}