Below is my shader.
It seems pretty straightforward, but no part of any geometry that uses this shader seems to draw to the z buffer. If I apply any other opaque shader to the same geometry, it does draw to the zbuffer. What am I missing? I have ZWrite set to On, what else could it want? >_<
Any help is much appreciated.
I am using a deferred rendering camera to draw this.
Shader "MyShaders/Unlit"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Mod ("Brightness Mod", Range (0, 100)) = 1
[MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Int) = 2
}
SubShader
{
Tags { "RenderType"="Opaque" }
Cull [_Cull]
ZWrite On
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Mod;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col *= _Mod;
return col;
}
ENDCG
}
}
}