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UsePass from built-in surface shaders
I am looking for a way to call the built-in shader passes. I already tried:
UsePass "Diffuse/FORWARD"
This seemed to work, but makes shadows of other objects visible through this object. There is no ZTest for that. So I though that I should also call UsePass "Diffuse/PREPASS"
, but that doesn't seem to exist.
Which passes can I call when I want to call passes from a surface shader?
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