Shader "Hidden/ClipPlanes" { Properties { _PlaneId ("_PlaneId", Int) = 0 } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" int _PlaneId; float4 frag( v2f_img i ) : SV_Target { return unity_CameraWorldClipPlanes[_PlaneId]; } ENDCG } } }