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  1. Shader "Masked/Mask" {
  2. SubShader {
  3. // Render the mask after regular geometry, but before masked geometry and
  4. // transparent things.
  5. Tags {"Queue" = "Geometry+10" }
  6. // Don't draw in the RGBA channels; just the depth buffer
  7. ColorMask 0
  8. ZWrite On
  9. // Do nothing specific in the pass:
  10. Pass {}
  11. }
  12. }