Shader "Punch Through Passthrough" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags {"Queue" = "Geometry"} ZWrite On Cull Off ZTest Always Blend Zero Zero Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { return fixed4(0, 0, 0, 0); } ENDCG } } }