// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/Sycoforge/Unlit/Mask" { Properties { } SubShader { Tags { "Queue" = "Geometry"} ColorMask 0 ZWrite On ZTest LEqual Offset -1,-1 Stencil { Ref 1 Comp always Pass replace } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #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(1,1,0,1); } ENDCG } } }