Hi
Using a Z Depth masking shader technique to ‘punch a hole’ through a mesh.
Unfortunately the edges are hard and the client would prefer them to be soft.
Doe s anyone know a way to accomplish this?
This is my simple shader applied to my masking object
Shader "Custom/InvisibleMask" {
SubShader{
// draw after all opaque objects (queue = 2001):
Tags{ "Queue" = "Geometry+1" }
Pass{
Blend Zero One // keep the image behind it
}
}
}