Shader "KernelPanic/stencil" { Properties { [HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { // No culling or depth // Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha Tags {"RenderType"="Opaque" "Queue"="Geometry"} Pass { Stencil { //Ref 1 //Comp equal //Pass keep //ZFail keep } 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; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; fixed4 frag (v2f i) : SV_Target { float4 c = tex2D(_MainTex, i.uv); return lerp(float4(1,0,0,0),float4(0,0,0,0),step(c.a,0.001)); // return float4(1,1,1,1); } ENDCG } } }