Shader "HighlightPlus/ClearStencil" { Properties { } SubShader { Stencil { Ref 2 Comp Always Pass zero } ZTest Always ZWrite Off Cull Off ColorMask 0 Pass // clear stencil full screen { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = float4(v.vertex.xy, 0, 0.5); return o; } fixed4 frag (v2f i) : SV_Target { return 0; } ENDCG } Pass // clear stencil object-space { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "CustomVertexTransform.cginc" struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = ComputeVertexPosition(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return 0; } ENDCG } } }