Shader "FullScreen/StencilMaskShader" { Properties { [IntRange] _stencilID("Stencil ID", Range(0, 255)) = 0 } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Transparent-1" "RenderPipeline" = "HDRenderPipeline" } ColorMask 0 Blend Zero One ZWrite On Stencil { Ref[_stencilID] // Reference stencil buffer Comp Always // Always succeed Pass Replace // Replace stencil buffer value } Pass { } } FallBack "HDRP/Lit" }