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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
public class DontRotate : MonoBehaviour { | |||||
private Quaternion originalRot; | |||||
// Use this for initialization | |||||
void Start () { | |||||
originalRot = transform.rotation; | |||||
} | |||||
// Update is called once per frame | |||||
void Update () { | |||||
transform.rotation = originalRot; | |||||
} | |||||
} |
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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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