Shader "Shiny SSRR/Reflections Eraser" { Properties { [HideInInspector] _MainTex ("Texture", 2D) = "white" {} _StencilRef ("Stencil Value", Int) = 1 } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry+100" } ZWrite Off ColorMask 0 Stencil { Ref [_StencilRef] Comp Always Pass Replace } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return 0; } ENDCG } } }