Hey all, I have been fooling around with shaders (copy pasting the work of other hoping to get something working) for the latest project i'm working on but i've run in a bit of a snag. So far I've been using Amplify/Shaderforge to built shaders but the next bit of functionality is from shader code which I very much DON'T understand. What I guess I'm really asking is if there is some kind soul out there willing to help me convert the following bit of shader code into Amplify/Shaderforge nodes. Code (csharp): Shader "CGShader5" { SubShader { Pass { /*Cull Off*/ CGPROGRAM #pragma vertex vert #pragma fragment frag uniform float4x4 _CullerSpace; struct vout { float4 pos : SV_POSITION; float4 worldpos : TEXCOORD0; float4 localpos : TEXCOORD1; float4 cullerpos : TEXCOORD2; }; vout vert(float4 vertex : POSITION) { vout _out; _out.pos = mul(UNITY_MATRIX_MVP, vertex); _out.localpos = vertex; _out.worldpos = mul(unity_ObjectToWorld, vertex); _out.cullerpos = mul(_CullerSpace, _out.worldpos); return _out; } float4 frag(vout _in) : COLOR { /*if (length(_in.cullerpos.xyz) < 0.5) discard;*/ if (_in.cullerpos.x > -0.5 && _in.cullerpos.x < 0.5 && _in.cullerpos.y > -0.5 && _in.cullerpos.y < 0.5 && _in.cullerpos.z > -0.5 && _in.cullerpos.z < 0.5) discard; return float4(0, 1, 0, 1); } ENDCG } } } p.s. all credit for the above shader goes to vexe