Shader "Xiexe/Toon3/Stenciler" { Properties { [Header(Stencil)] _Offset("Offset", float) = 0 _Stencil ("Stencil ID [0;255]", Float) = 0 // _ReadMask ("ReadMask [0;255]", Int) = 255 // _WriteMask ("WriteMask [0;255]", Int) = 255 [Enum(Off, 0, Front,1, Back, 2)] _Culling ("Culling Mode", Int) = 1 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Int) = 8 [Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Int) = 2 [Enum(UnityEngine.Rendering.StencilOp)] _StencilFail ("Stencil Fail", Int) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilZFail ("Stencil ZFail", Int) = 0 [Enum(Off,0,On,1)] _ZWrite("ZWrite", Int) = 0 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4 [Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _colormask("Color Mask", Int) = 15 } SubShader { Tags { "RenderType"="" "Queue"="Geometry-1" "VRCFallback"="Invisible" } LOD 100 Cull [_Culling] Blend [_srcblend] [_dstblend] ColorMask [_colormask] ZTest [_ZTest] ZWrite [_ZWrite] Stencil { Ref [_Stencil] ReadMask 255 WriteMask 255 Comp [_StencilComp] Pass [_StencilOp] Fail [_StencilFail] ZFail [_StencilZFail] } Pass { } } }