Shader "Hidden/LIV_ClipPlaneSimple" { SubShader { Tags { "Queue" = "Overlay" "LightMode" = "Always" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True"} Pass { Name "CLIP_PLANE_SIMPLE" Cull Off ZWrite On Blend Off Fog{ Mode Off } ColorMask[_LivColorMask] CGPROGRAM #pragma target 4.6 #pragma vertex VertexProgram #pragma fragment FragmentProgram #include "UnityCG.cginc" struct VertexData { float4 vertex : POSITION; }; struct VertexToFragData { float4 vertex : POSITION; }; VertexToFragData VertexProgram(VertexData v) { VertexToFragData o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 FragmentProgram(VertexToFragData i) : SV_Target { return fixed4(0, 0, 0, 0); } ENDCG } } }