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2025-05-26 00:46:28 +02:00

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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
}
}
}