2023-05-08 15:56:10 +03:00

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Shader "Scene/Glass Mask"
{
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry-1" }
ColorMask 0
ZWrite Off
Stencil
{
Ref 1
Comp Always
Pass Replace
}
Pass
{
Cull Back
ZTest Less
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
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(1,1,1,1);
}
ENDCG
}
}
}