1、
Shader "MASK/PortalMaskShader"
{
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry-3" }
ColorMask 0
ZWrite on
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag(v2f i) : SV_Target
{
return half4(0,0,0,0);
}
ENDCG
Pass
{
Stencil
{
Ref 1
Comp always
Pass replace
}
Cull Back
//Cull Front:朝向摄像机的渲染图元不会渲染。
//Cull off关闭剔除功能,所有的都会渲染。缺点:需要渲染的数目成倍增加,除非用于特殊效果,建议不开启。
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}