Shader "Custom/Green Screen/Mask Quad" { Properties { _MainTex("Texture", 2D) = "white" {} } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent-2" } Cull Off Lighting On ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha Pass { //Write in the stencil Stencil{ Ref 129 Comp always Pass replace } 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; float alpha; v2f vert(appdata v) { v2f o; //o.vertex = UnityObjectToClipPos(v.vertex); o.vertex = mul(mul(UNITY_MATRIX_P, UNITY_MATRIX_V), v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { return fixed4(1,1,1,alpha); } ENDCG } } }