Shader "HighlightPlus/Geometry/Mask" { Properties { _MainTex ("Texture", Any) = "white" {} _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property" _CutOff("CutOff", Float ) = 0.5 _Cull ("Cull Mode", Int) = 2 _ZTest("ZTest", Int) = 4 } SubShader { Tags { "Queue"="Transparent+100" "RenderType"="Transparent" "DisableBatching"="True" } CGINCLUDE #include "UnityCG.cginc" #include "CustomVertexTransform.cginc" sampler2D _MainTex; float4 _MainTex_ST; float4 _MainTex_TexelSize; fixed _CutOff; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos: SV_POSITION; float2 uv : TEXCOORD0; 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); o.uv = TRANSFORM_TEX (v.uv, _MainTex); #if UNITY_REVERSED_Z o.pos.z += 0.0001; #else o.pos.z -= 0.0001; #endif return o; } fixed4 frag (v2f i) : SV_Target { #if HP_ALPHACLIP fixed4 col = tex2D(_MainTex, i.uv); clip(col.a - _CutOff); #endif return 0; } ENDCG // Create mask Pass { Name "Mask" Stencil { Ref 2 Comp always Pass replace WriteMask 2 ReadMask 2 } ColorMask 0 ZWrite Off Cull [_Cull] // default Cull Back improves glow in high quality) ZTest [_ZTest] CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_local _ HP_ALPHACLIP ENDCG } // Create mask for see-through (the only difference is the ZTest) Pass { Name "See-through Mask" Stencil { Ref 2 Comp always Pass replace WriteMask 2 ReadMask 2 } ColorMask 0 ZWrite Off Cull [_Cull] // default Cull Back improves glow in high quality) ZTest LEqual CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_local _ HP_ALPHACLIP ENDCG } } }