//=============================================================================== //Copyright (c) 2015 PTC Inc. All Rights Reserved. // //Confidential and Proprietary - Protected under copyright and other laws. //Vuforia is a trademark of PTC Inc., registered in the United States and other //countries. //=============================================================================== //=============================================================================== //Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. //All Rights Reserved. //Confidential and Proprietary - Qualcomm Connected Experiences, Inc. //=============================================================================== Shader "DepthMask" { SubShader { // Render the mask after regular geometry, but before masked geometry and // transparent things. Tags {"Queue" = "Geometry-10" } // Turn off lighting, because it's expensive and the thing is supposed to be // invisible anyway. Lighting Off // Draw into the depth buffer in the usual way. This is probably the default, // but it doesn't hurt to be explicit. ZTest LEqual ZWrite On // Don't draw anything into the RGBA channels. This is an undocumented // argument to ColorMask which lets us avoid writing to anything except // the depth buffer. ColorMask 0 // Do nothing specific in the pass: Pass {} } }