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Does [PerRendererData] works for ShaderLab Pass Tags?
Hello everyone!
I've run into a problem with my sprite mask shader.
I would like to send maskID via MaterialPropertyBlock to avoid creating materials for every Mask, but had no success. I've found that neither stencil parameters (tried Ref, ReadMask,WriteMask and CompOp) nor ColorMask works this this way. Does anybody have any workarounds?
Thanks in advance!
Here is my shader:
Shader "Unlit/MaskedSprite"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData] _MaskID("Mask ID",Int) = 1
[PerRendererData] _ColorMask("Color mask",Int) = 16
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
ColorMask [_ColorMask]
Stencil {
Ref [_MaskID]
Comp Equal
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
if (_AlphaSplitEnabled)
color.a = tex2D (_AlphaTex, uv).r;
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
PS Sorry for my English :)
Comment
Unfortunately, it doesn't work :( I've had to create a material generation system for my masks.
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