Shader "Imagine/DepthMask" { Properties { } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry-1" } Pass { ColorMask 0 CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; }; v2f vert(appdata_base v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); return o; } half4 frag(v2f i) : COLOR { return float4(1,1,1,1); } ENDCG } } }