Shader "Mirror/TransparentBackground" { Properties { [Enum(UnityEngine.Rendering.CullMode)] _CullMode("Cull Mode", Int) = 1 [ToggleUI(MIRROR_ONLY)] _MirrorOnly("Mirror Only", Float) = 0 } SubShader { Tags { "RenderType"="Opaque" "IgnoreProjector"="True" "Queue"="Geometry"} ColorMask RGBA Cull [_CullMode] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; fixed4 _Color; float _MirrorOnly; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); if (_MirrorOnly == 1 & (unity_CameraProjection[2][0] == 0.f || unity_CameraProjection[2][1] == 0.f)){ o.vertex = -1; } UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : COLOR { fixed4 col = _Color; return col; } ENDCG } } }