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