             }
             ENDCG
         }
-	}
+    }
 }
+ 
                o.vertex = UnityObjectToClipPos(v.vertex);

                float4 n = mul(UNITY_MATRIX_MV, float4(v.normal, 0));
                n.z = 0;
                n.w = 0;
                n.xyz= normalize(n.xyz);



Shader "Unlit/StencilTest"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _FillColor ("FillColor", Color) = (1,1,1,0.5) 
        _LineWidth ("LineWidth", Range(0, 1)) = 1
        _LineColor ("LineColor", Color) = (1,0,0,0.6) 
    }
    SubShader
    {
        Tags { "RenderType"="Transparent" }
        LOD 100

        ZWrite Off
        ZTest Always
