![Trying to make a masking shader and the areas that are supposed to be blank are culling the things behind it. - Unity Answers Trying to make a masking shader and the areas that are supposed to be blank are culling the things behind it. - Unity Answers](https://answers.unity.com/storage/temp/118833-issue.png)
Trying to make a masking shader and the areas that are supposed to be blank are culling the things behind it. - Unity Answers
![unity3d - UnityObjectToClipPos returns incorrect values for Z depth when compared to SV_Position - Stack Overflow unity3d - UnityObjectToClipPos returns incorrect values for Z depth when compared to SV_Position - Stack Overflow](https://i.stack.imgur.com/WQDuQ.png)
unity3d - UnityObjectToClipPos returns incorrect values for Z depth when compared to SV_Position - Stack Overflow
![IVAN32_LEAN_AND_MEAN 🌲🏎️💨🌲 on Twitter: "@meejahor Ah great! That did fix it! Thanks! I also had to add `o.fogCoord = 0;' before UNITY_TRANSFER_FOG() to prevent it throwing 'Output value 'vert' is not completely IVAN32_LEAN_AND_MEAN 🌲🏎️💨🌲 on Twitter: "@meejahor Ah great! That did fix it! Thanks! I also had to add `o.fogCoord = 0;' before UNITY_TRANSFER_FOG() to prevent it throwing 'Output value 'vert' is not completely](https://pbs.twimg.com/media/DhbIDwaWkAA4lxF.jpg)
IVAN32_LEAN_AND_MEAN 🌲🏎️💨🌲 on Twitter: "@meejahor Ah great! That did fix it! Thanks! I also had to add `o.fogCoord = 0;' before UNITY_TRANSFER_FOG() to prevent it throwing 'Output value 'vert' is not completely
![Shahriar Shahrabi | شهریار شهرابی on Twitter: "Turned out I can just use SV_VertexID to sample the vertex buffer, no need to read the index buffer. This makes no sense to me, Shahriar Shahrabi | شهریار شهرابی on Twitter: "Turned out I can just use SV_VertexID to sample the vertex buffer, no need to read the index buffer. This makes no sense to me,](https://pbs.twimg.com/media/EU2zbqmXgAAzyNx.jpg)
Shahriar Shahrabi | شهریار شهرابی on Twitter: "Turned out I can just use SV_VertexID to sample the vertex buffer, no need to read the index buffer. This makes no sense to me,
![unity3d - Why is my shader's call to UnityObjectToClipPos() causing my *other* shaders to be invisible? - Stack Overflow unity3d - Why is my shader's call to UnityObjectToClipPos() causing my *other* shaders to be invisible? - Stack Overflow](https://i.stack.imgur.com/Y5ArQ.jpg)