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UI with no Ztest appearing behind geometry when masked.
So I have a world space canvas for a HUD which has a load of UI with a no ztest shader. All of the UI works and appears in front of all geometry unless I mask it.
I did have to follow the following to get the mask to work (clearMask gameobject in the screenshots below), as im in deferred rendering: http://forum.unity3d.com/threads/ugui-masking-blocked-by-background-meshes.270122/
Here's my hierarchy:
Here in the bottom left corner you can see the masked element being drawn behind geometry:
Here's the UI shader im using (applied to the HUDUI material): Shader "UI/Default_OverlayNoZTest" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Alpha (A)", 2D) = "white" {}
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
_Illum ("Illumin (A)", 2D) = "white" {}
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType"="Plane"
"LightMode" = "Vertex"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting On
ZWrite Off
ZTest Off
Offset -1, -1
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 uvIllum : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
float4 _Illum_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
o.uvIllum = TRANSFORM_TEX(v.texcoord, _Illum);
#ifdef UNITY_HALF_TEXEL_OFFSET
o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
return o;
}
half4 frag (v2f i) : COLOR
{
half4 col = i.color;
col.a *= tex2D(_MainTex, i.texcoord).a;
col = col * _Color;
clip (col.a - 0.01);
return col;
}
ENDCG
}
}
}
Answer by romlel · Sep 25, 2017 at 08:44 PM
Hello,
Just in case someone else encountered this, use the custom shader on the masking graphics too. I guess that if the mask tests the zbuffer first, it won't never draw the "stencil hole" to display the text inside, so both need to use the customized shader
cheeks