Shader "Map/Masked" { Properties { _Color ("Color", Color) = (1, 1, 1, 1) _MainTex ("Texture", 2D) = "white" { } [IntRange] _Mask ("Mask", Range(0, 255)) = 0 } SubShader { Tags { "RenderType" = "Opaque" } LOD 100 Blend SrcAlpha OneMinusSrcAlpha Pass { Stencil { Ref 0 ReadMask [_Mask] Comp Equal } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv) * _Color; clip(col.a - 0.5); return col; } ENDCG } } }