Shader "HighlightPlus/UI/Mask" { Properties { _MainTex ("Texture", Any) = "white" {} _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property" _CutOff("CutOff", Float ) = 0.5 _Stencil("Stencil ID", Float) = 14 _StencilWriteMask("Stencil Write Mask", Float) = 14 _StencilReadMask("Stencil Read Mask", Float) = 14 } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector" = "True" } // Create mask Pass { Stencil { Ref [_Stencil] Comp always Pass replace ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } ColorMask 0 ZWrite Off Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "CustomVertexTransform.cginc" sampler2D _MainTex; float4 _MainTex_ST; float4 _MainTex_TexelSize; fixed _CutOff; 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 }; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = ComputeVertexPosition(v.vertex); o.uv = TRANSFORM_TEX (v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); clip(col.a - _CutOff); return 0; } ENDCG } } }