![Syntax coloring, code completion, folding, etc. working for ShaderLab but not included HLSL CGPROGRAM blocks – Rider Support | JetBrains Syntax coloring, code completion, folding, etc. working for ShaderLab but not included HLSL CGPROGRAM blocks – Rider Support | JetBrains](https://rider-support.jetbrains.com/hc/user_images/ZW-MH03D4jTTwuHn4uwd-w.png)
Syntax coloring, code completion, folding, etc. working for ShaderLab but not included HLSL CGPROGRAM blocks – Rider Support | JetBrains
![unity3d - UnityObjectToClipPos returns incorrect values for Z depth when compared to SV_Position - Stack Overflow unity3d - UnityObjectToClipPos returns incorrect values for Z depth when compared to SV_Position - Stack Overflow](https://i.stack.imgur.com/WQDuQ.png)
unity3d - UnityObjectToClipPos returns incorrect values for Z depth when compared to SV_Position - Stack Overflow
![IVAN32_LEAN_AND_MEAN 🌲🏎️💨🌲 on Twitter: "@meejahor Ah great! That did fix it! Thanks! I also had to add `o.fogCoord = 0;' before UNITY_TRANSFER_FOG() to prevent it throwing 'Output value 'vert' is not completely IVAN32_LEAN_AND_MEAN 🌲🏎️💨🌲 on Twitter: "@meejahor Ah great! That did fix it! Thanks! I also had to add `o.fogCoord = 0;' before UNITY_TRANSFER_FOG() to prevent it throwing 'Output value 'vert' is not completely](https://pbs.twimg.com/media/DhbIDwaWkAA4lxF.jpg)
IVAN32_LEAN_AND_MEAN 🌲🏎️💨🌲 on Twitter: "@meejahor Ah great! That did fix it! Thanks! I also had to add `o.fogCoord = 0;' before UNITY_TRANSFER_FOG() to prevent it throwing 'Output value 'vert' is not completely
![unity3d - Why is my shader's call to UnityObjectToClipPos() causing my *other* shaders to be invisible? - Stack Overflow unity3d - Why is my shader's call to UnityObjectToClipPos() causing my *other* shaders to be invisible? - Stack Overflow](https://i.stack.imgur.com/Y5ArQ.jpg)