Shader "Scene/InvisibleOccluder" { Properties { } SubShader { Tags{"RenderType" = "Transparent"} LOD 100 Cull off ZWrite On ZTest Less Blend Zero One, Zero One Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag(v2f i) : SV_Target { return float4(0,0,0,0); } ENDCG } } }