Shader "TrailsFX/Mask" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property" _CutOff("Cut Off", Float) = 0.5 _Cull ("Cull", Int) = 2 } SubShader { Tags { "Queue"="Transparent+100" "RenderType"="Transparent" } // Create mask Pass { Stencil { Ref 2 WriteMask 2 Comp always Pass replace } ColorMask 0 ZTest Always ZWrite Off Cull [_Cull] CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos: SV_POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; fixed _CutOff; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); #if TRAIL_ALPHACLIP clip(col.a - _CutOff); #endif return 0; } ENDCG } } }