Shader "Custom/URP/SeeThroughSurfaces1" { SubShader { Tags { "RenderPipeline"="UniversalRenderPipeline" "RenderType"="Opaque" "Queue"="Geometry+1" } ColorMask 0 ZWrite Off Stencil { Ref 1 Comp Always Pass Replace } Pass { Name "ForwardLitStencil" Tags { "LightMode" = "UniversalForward" } HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float3 positionOS : POSITION; }; struct Varyings { float4 positionHCS : SV_POSITION; }; Varyings vert(Attributes IN) { Varyings OUT; OUT.positionHCS = TransformObjectToHClip(IN.positionOS); return OUT; } half4 frag(Varyings IN) : SV_Target { // No dibuja nada, solo stencil return half4(1,1,0,1); } ENDHLSL } } }