I was wondering if there's a way to set the Render Que or perhaps a Depth Bias on objects utilizing the Depth Mask shader. I want to assign the shader to an object and then tell that object/shader to only mask out other objects that sit within a certain range behind it. Right the Deth Mask clips everything behind it, unless I assign the non-clipped objects to another camera. Depth masking is a technique I utilized a lot with the OGRE engine and now that I'm in Unity, I want to apply the same technique. Previously in OGRE, I had control over what objects got masked out based on a Depth Bias. So if I had the shader applied to a masking object with a Depth Bias of 10, any other objects that sat within 10 units behind it would be clipped. Any other objects outside of the range was unaffected. I would prefer a Depth Bias solution rather than a multiple camera based solution. I have too many objects that require they're own depth masks, so having multiple cameras would get messy. Any help in this problem would be greatly appreciated.