Shader "Unlit/HideStencil" { Properties { [IntRange] _StencilID("Stencil ID", Range(1, 255)) = 1 } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "RenderPipeline" = "UniversalPipeline" } Pass { Stencil { Ref[_StencilID] Comp NotEqual } } } }