Shader "TrailsFX/ClearMask" { Properties { _Cull ("Cull", Int) = 2 } SubShader { Tags { "Queue"="Transparent+110" "RenderType"="Transparent" } Pass { Stencil { Ref 2 ReadMask 2 WriteMask 2 Comp equal Pass zero } ColorMask 0 ZTest Always ZWrite Off Cull [_Cull] CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { UNITY_VERTEX_INPUT_INSTANCE_ID float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); return 0; } ENDCG } } }