Shader "Hidden/SurfaceCache/Fallback" { Properties { } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { Name "META" Tags {"LightMode"="Meta"} Cull Off CGPROGRAM #include"UnityStandardMeta.cginc" float4 frag_meta2(v2f_meta i): SV_Target { UnityMetaInput o; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o); o.Albedo = float3(0.5, 0.5, 0.5); o.Emission = 0; return UnityMetaFragment(o); } #pragma vertex vert_meta #pragma fragment frag_meta2 ENDCG } } }