旋转透明遮挡显示后面的物体
Shader "CLF/SetPortalMaskShader" { SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry-3" } ColorMask 0 ZWrite on CGINCLUDE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 pos : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); return o; } half4 frag(v2f i) : SV_Target { return half4(0,0,0,0); } ENDCG Pass { Stencil { Ref 1 Comp always Pass replace } Cull Back //Cull Front:朝向摄像机的渲染图元不会渲染。 //Cull off关闭剔除功能,所有的都会渲染。缺点:需要渲染的数目成倍增加,除非用于特殊效果,建议不开启。 CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } }