Shader "Suimono2/DepthMask" { SubShader { // Render the mask after regular geometry, but before masked geometry and // transparent things. Tags {"Queue" = "Geometry+10"} //Stencil{ // Ref 1 // Comp Always // Pass replace //} // Don't draw in the RGBA channels; just the depth buffer ColorMask 0 ZWrite On //ZTest Greater // Do nothing specific in the pass: Pass {} } }