Shader "HighlightPlus/Geometry/SeeThroughMask" { Properties { _MainTex ("Texture", Any) = "white" {} _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property" } SubShader { Tags { "Queue"="Transparent+201" "RenderType"="Transparent" "DisableBatching"="True" } // See through effect Pass { Name "See-through mask" Stencil { WriteMask 3 Ref 1 Comp always Pass replace } ZTest Always ZWrite Off ColorMask 0 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 } } }