Shader "Scene/Glass Mask" { SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry-1" } ColorMask 0 ZWrite Off Stencil { Ref 1 Comp Always Pass Replace } Pass { Cull Back ZTest Less CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); return o; } half4 frag(v2f i) : COLOR { return half4(1,1,1,1); } ENDCG } } }