Shader ".poiyomi/Extras/StencilInvis" { 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 [HideInInspector] m_renderingOptions ("Rendering Options", Float) = 0 [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4 [Enum(UnityEngine.Rendering.BlendMode)] _SourceBlend ("Source Blend", Float) = 5 [Enum(UnityEngine.Rendering.BlendMode)] _DestinationBlend ("Destination Blend", Float) = 10 [Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Int) = 1 } CustomEditor "ThryEditor" SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } ColorMask 0 ZWrite [_ZWrite] Cull [_Cull] ZTest [_ZTest] Offset [_ZBias], [_ZBias] Stencil { Ref [_StencilRef] Comp [_StencilCompareFunction] Pass [_StencilPassOp] Fail [_StencilFailOp] ZFail [_StencilZFailOp] } 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 } } }