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61 lines (49 loc) · 1.49 KB
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StancilMask.shader
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61 lines (49 loc) · 1.49 KB
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Shader "Unlit/StancilMask"
{
SubShader
{
Tags { "Queue"="Geometry-1" } // mask will be rendered first in queue
ZWrite Off // ZWrite should be off to see visible items behind mask
ColorMask 0 // mask pixel are discarded in the frame buffer
Stencil
{
Ref 2 // reference value for the stencil buffer
Comp always // always pass the stencil test
Pass Replace // replace the value in the stencil buffer with the reference value
}
// rest is unimportant for the mask
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return float4(0,0,0,0);
}
ENDCG
}
}
}