Greetings, everyone!
I wanted to do a similar effect in a project using Unity HDRP, but all the tutorials I found only work for URP. Also writing a custom shader for the depth mask didn’t help either, since HDRP shaders don’t have subshaders.
Here is the effect I would like to do:
Here is the custom shader I trying to use on the mask depth mesh:
Shader “Masked/Mask” {
SubShader {
Tags { “Queue” = “Geometry+10” }
ColorMask 0
ZWrite On
Pass {}
}
Please advise, maybe you have some ideas how to realize such effect in HDRP project?