Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Nine · Aug 24, 2014 at 11:21 PM · 2dshaderspriterendererstencil

Stencil Buffers With SpriteRenderer

I am trying to achieve the effect described in this question.

I have made three sprites, materials and shaders.

Here are my shaders:

 Shader "Custom/BlueArea" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
     }
     SubShader {
         Tags { "RenderType"="Opaque"}
         LOD 200
         
         Pass {
             Stencil {
                 Ref 1
                 Comp always
                 Pass replace
             }
         
             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 = mul(UNITY_MATRIX_MVP, v.vertex);
                 return o;
             }
             half4 frag(v2f i) : COLOR {
                 return half4(0,0,1,1);
             }
             ENDCG
         }
     }
     FallBack "Diffuse"
 }
 

This is the equivalent of "Area 2" in the first question I linked.

Then we have the shader for the player's small box:

 Shader "Custom/RedPlayer" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
     }
     SubShader {
         Tags { "RenderType"="Opaque"}
         LOD 200
         
         Pass {
             Stencil {
                 Ref 1
                 Comp equal
             }
         
             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 = mul(UNITY_MATRIX_MVP, v.vertex);
                 return o;
             }
             half4 frag(v2f i) : COLOR {
                 return half4(1,0,0,1);
             }
             ENDCG
         }
     }
     FallBack "Diffuse"
 }

And the shader for the large box:

 Shader "Custom/PurplePlayer" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
     }
     SubShader {
         Tags { "RenderType"="Opaque"}
         Pass {
             Stencil {
                 Ref 1
                 Comp equal
             }
         
             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 = mul(UNITY_MATRIX_MVP, v.vertex);
                 return o;
             }
             half4 frag(v2f i) : COLOR {
                 return half4(1,0,1,1);
             }
             ENDCG
         }
     }
     FallBack "Diffuse"
 }

This is what I currently see: here

I am expecting to only see the red and purple blocks drawn where they overlap the blue area.

I understand that in its current state, the red and purple shaders both function the same, but they render even while outside of the blue area. I cannot figure out why this is. Could anyone with a good understanding of shaders tell me why this technique is failing?

example.png (3.3 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Nine · Aug 25, 2014 at 01:09 AM

Nevermind. I needed Pro for this to work.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Shader Graph accessing the Stencil Buffer with URP + 2D Renderer 1 Answer

Stencil inside Stencil? (Multiple masks on same object) 1 Answer

Outline set of tiled sprites 0 Answers

Any way to access SpriteRenderer mesh UV2? 0 Answers

Shadow Support in Custom Shader 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges