// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Hidden/Internal-StencilWrite" { SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" struct a2v { float4 pos : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (a2v v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.pos); return o; } fixed4 frag () : SV_Target { return fixed4(0,0,0,0); } ENDCG } } Fallback Off }