struct Attributes
{
    float3 positionOS                   : POSITION;
    float2 texcoord                     : TEXCOORD0;
    UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct Varyings
{
    float2 uv                           : TEXCOORD0;
    float4 positionCS                   : SV_POSITION;
    //UNITY_VERTEX_INPUT_INSTANCE_ID
    UNITY_VERTEX_OUTPUT_STEREO
};

Varyings DepthOnlyVertex(Attributes input)
{
    Varyings output = (Varyings)0;
    UNITY_SETUP_INSTANCE_ID(input);
    //UNITY_TRANSFER_INSTANCE_ID(input, output);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

    output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
    output.uv = input.texcoord;
    return output;
}

half4 DepthOnlyFragment(Varyings input) : SV_TARGET
{
    //UNITY_SETUP_INSTANCE_ID(input);
    UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

    half alpha = SampleAlbedoAlpha(input.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
    alpha *= _BaseColor.a;
    clip(alpha - _Cutoff);

    return 0;
}