Shader "MY/Clipper" { SubShader { Tags{ "RenderType" = "Transparent" } CGINCLUDE 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(1,1,0,1); } ENDCG Pass { ColorMask 0 ZWrite Off Stencil { Ref 1 Comp Always Pass Replace } CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } }