Shader "HighlightPlus/Geometry/SeeThroughOccluder" { 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+100" "RenderType"="Transparent" } // Create mask Pass { Stencil { Ref 2 Comp always Pass DecrWrap } ColorMask 0 ZWrite Off Offset -1, -1 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 = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return 0; } ENDCG } } }