Shader "MirrorsAndPortals/Portals/DepthMaskWithOffset" { SubShader{ // Render the mask after regular geometry, but before masked geometry and // transparent things. Tags {"Queue" = "Geometry-1" } // Don't draw in the RGBA channels; just the depth buffer ColorMask 0 ZWrite On ZTest Always // Do nothing specific in the pass: Pass { Offset 0,-10000000 } } }