Sphere (rendered after Geometry + 2)

Shader "SoulCoder/Model" {
Properties {
_Color ("Main Color", Color) = (1,1,1,0)
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry+2"}

ColorMask RGB
Cull Front
ZTest Always
Stencil {
Ref 0
Comp Equal
}

CGPROGRAM
#pragma surface surf Lambert
float4 _Color;
struct Input {
float4 color : COLOR;
};
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = _Color.rgb;
o.Normal = half3(0,0,-1);
o.Alpha = 1;
}
ENDCG
}
}

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Origin www.cnblogs.com/hyhy904/p/11304667.html