// Use to cut holes in captured geometry, fills depth before the color shader Shader "Hidden/ftFarSphereRenderOccluder" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 ColorMask 0 //ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; struct MRT { float4 AlbedoAlpha : SV_Target0; float4 Normal : SV_Target1; }; v2f vert (appdata v) { v2f o; o.vertex = mul(unity_ObjectToWorld, v.vertex); //o.vertex.xyz += normalize(_WorldSpaceCameraPos - o.vertex.xyz) * 0.01; o.vertex = mul(UNITY_MATRIX_VP, float4(o.vertex.xyz,1)); o.vertex.z += 0.001; o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } MRT frag (v2f i) { MRT mrt; mrt.AlbedoAlpha = 0; mrt.Normal = 0; return mrt; } ENDCG } } }