http://answers.unity3d.com/questions/590800/how-to-cullrender-to-through-a-window.html
使用DepthMask
Shader "NexgenDragon/DepthMask" {
SubShader {
// Render the mask after regular geometry, but before masked geometry and
// transparent things.
Tags{ "Queue" = "Geometry-1" }
// Don't draw in the RGBA channels; just the depth buffer
ZWrite On
ColorMask 0
// Do nothing specific in the pass:
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
half4 frag(v2f i) : SV_Target
{
return 0;
}
ENDCG
}
}
}