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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 {}
}
}