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A simple stencil buffer masking shader for Unity
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| Shader "Custom/StencilMask" { | |
| Properties { | |
| _StencilMask("Stencil mask", Int) = 0 | |
| } | |
| SubShader { | |
| Tags { | |
| "RenderType" = "Opaque" | |
| "Queue" = "Geometry-100" | |
| } | |
| ColorMask 0 | |
| ZWrite off | |
| Stencil { | |
| Ref[_StencilMask] | |
| Comp always | |
| Pass replace | |
| } | |
| Pass { | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| struct appdata { | |
| float4 vertex : POSITION; | |
| }; | |
| struct v2f { | |
| float4 pos : SV_POSITION; | |
| }; | |
| v2f vert(appdata v) { | |
| v2f o; | |
| o.pos = UnityObjectToClipPos(v.vertex); | |
| return o; | |
| } | |
| half4 frag(v2f i) : COLOR { | |
| return half4(1, 1, 0, 1); | |
| } | |
| ENDCG | |
| } | |
| } | |
| } |
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