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