 		o.vertex.xy += offset * _Extrude;
 
 		o.screenPos = ComputeScreenPos(o.vertex);
+		o.projPos = o.screenPos;
+		COMPUTE_EYEDEPTH(o.projPos.z);
+
 		return o;
 	}
 

	struct frag_in{
		float4 vertex : POSITION;
		float4 screenPos  : TEXCOORD0;
	};

	frag_in vert(appdata v){

		
	} 
	Fallback "Unlit/Texture"
}
