Shader "Hidden/Highlighted/Cut" { SubShader { Lighting Off Fog { Mode off } ZWrite Off ZTest Always Cull Back Blend Off Pass { Stencil { Ref 1 Comp NotEqual Pass Keep ZFail Keep } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; half2 uv : TEXCOORD0; }; uniform sampler2D _HighlightingBlurred; uniform float2 _HighlightingBufferTexelSize; v2f vert(appdata_img v) { v2f o; o.pos = v.vertex; #if defined(UNITY_HALF_TEXEL_OFFSET) o.pos.xy += _HighlightingBufferTexelSize; #endif o.uv = v.texcoord.xy; return o; } fixed4 frag(v2f i) : COLOR { return tex2D(_HighlightingBlurred, i.uv); } ENDCG } Pass { Stencil { Ref 1 Comp Equal Pass Keep ZFail Keep } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_vert { float4 vertex : POSITION; }; uniform float2 _HighlightingBufferTexelSize; float4 vert(appdata_vert v) : POSITION { float4 pos = v.vertex; #if defined(UNITY_HALF_TEXEL_OFFSET) pos.xy += _HighlightingBufferTexelSize; #endif return pos; } fixed4 frag() : COLOR { return 0; } ENDCG } } FallBack Off }