Shader ".poiyomi/Extras/MasterScanner" { properties { [HideInInspector] m_StencilPassOptions ("Stencil", Float) = 0 [IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0 //[IntRange] _StencilReadMaskRef ("Stencil ReadMask Value", Range(0, 255)) = 0 //[IntRange] _StencilWriteMaskRef ("Stencil WriteMask Value", Range(0, 255)) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("Stencil Pass Op", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("Stencil Fail Op", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp ("Stencil ZFail Op", Float) = 0 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction ("Stencil Compare Function", Float) = 8 } CustomEditor "ThryEditor" SubShader { Tags { "Queue" = "background" } ColorMask 0 ZWrite Off Cull Off ZTest Always Stencil { Ref 901 Comp Always Pass Replace } CGINCLUDE struct appdata { float4 vertex: POSITION; }; struct v2f { float4 pos: SV_POSITION; }; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); return o; } half4 frag(v2f i): COLOR { return half4(1, 1, 0, 1); } ENDCG Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } }