Shader "Customs/ScreenCutoutShader" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} Lighting Off Cull Back ZWrite On ZTest Less Fog{ Mode Off } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex :SV_POSITION; float4 screenPos : TEXCOORD1; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.screenPos = ComputeScreenPos(o.vertex); return o; } sampler2D _MainTex; fixed4 frag(v2f i) : SV_Target { i.screenPos /= i.screenPos.w; fixed4 col = tex2D(_MainTex, float2(i.screenPos.x, i.screenPos.y)); return col; } ENDCG } } }