I want to create a shader that would create a hole in another mesh. Basically the front faces would mask away the mesh in front of it, while begin drawn fully transparent and the back faces would draw a texture to fill in the space that was masked away. Is this possible? Doesn’t have to be exactly like this. Another solution that would result in a similar effect works too.
You should search for Disable Z Write, your shader would look something as simple as this:
Shader "Custom/DisableZWrite"
{
SubShader{
Tags{
"RenderType" = "Opaque"
}
Pass{
ZWrite Off
}
}
}
You should create a couple of render feature in URP asset to mask specific layers and to set a layer as a mask layer
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