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Save ewandennis/ff0f12da482a0aff55486290c00c5e9e to your computer and use it in GitHub Desktop.
Shader "Custom/StencilMask" { | |
Properties { | |
_StencilMask("Stencil mask", Int) = 0 | |
} | |
SubShader { | |
Tags { | |
"RenderType" = "Opaque" | |
"Queue" = "Geometry-100" | |
} | |
ColorMask 0 | |
ZWrite off | |
Stencil { | |
Ref[_StencilMask] | |
Comp always | |
Pass replace | |
} | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
struct appdata { | |
float4 vertex : POSITION; | |
}; | |
struct v2f { | |
float4 pos : SV_POSITION; | |
}; | |
v2f vert(appdata v) { | |
v2f o; | |
o.pos = UnityObjectToClipPos(v.vertex); | |
return o; | |
} | |
half4 frag(v2f i) : COLOR { | |
return half4(1, 1, 0, 1); | |
} | |
ENDCG | |
} | |
} | |
} |
Will this work for urp?
Good question @RandomVariable1470 - I wrote this a long time ago as an experiment. I haven’t maintained it since I’m afraid. If you find out , let us know!
If you are using URP and the masking effect isn't happening, or your stencil shaders are giving a parse error claiming there is an unexptect "}", you can fix it by creating a new URP shader graph (if this is for the stencil object shader, set up sprite color & alpha outputs from _MainTex inside the shader graph editor, so that the resulting material can get the color of your main texture), click on "View Generated Shader" in the inspector, copy the generated codes from the shader graph to your .shade file, then make the subshader edits here. As long as both of your shaders are URP, things will work properly.
@RandomVariable1470
works great.. thx heaps