Shader "Hidden/Internal-StencilWrite" { SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" float4 vert (float4 pos : POSITION) : SV_POSITION { return UnityObjectToClipPos(pos); } fixed4 frag () : SV_Target { return fixed4(0,0,0,0); } ENDCG } } Fallback Off }