Shader "GlobalSnow/EraseGeometry" { Properties { } SubShader { Tags { "RenderType"="Opaque" "DisableBatching"="True" } ZWrite Off ColorMask 0 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; }; v2f vert( appdata_base v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag(v2f i) : SV_Target { return fixed4(0,0,0,0); } ENDCG } } Fallback Off }