Hey, I have a shader which is responsible for cutting holes in a mesh. This combined with an URP render object with the following settings. I have an issue where in some cases it shows through the object. Is it possible to prevent this, or maybe only make it work in a direction? Positive/Negative Z.
Name “Shell”
Event: AfterRenderingOpaques
Overrides Stencil: value equal to the one of the shader.
Compare function: Not equal
Pass: Keep
Fail: Keep
Z Fail: Keep
Shader "Custom/StencilMask"
{
Properties
{
[IntRange] _StencilID ("Stencil ID", Range(0, 255)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry-1" "RenderPipeline" = "UniversalPipeline"}
Pass
{
Blend Zero One
ZWrite Off
Stencil
{
Ref [_StencilID]
Comp Always
Pass Replace
}
}
}
}
I use this with 2 plates as a model. With one having the face pointing up, other down.
It seems to work good, but possible too good. It is also showing from the sides.

It seems fine if I make it longer, but not with more complex meshes.