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Question by CiberX15 · Aug 11, 2017 at 07:32 AM · uishadermaterialmask

How to create a shader that does not test for z-depth but obeys UI Mask

So perhaps slightly mutually exclusive but I am trying to make a shader for my UI. The idea being that the UI elements that use the shader will appear over top everything else in the game. That much I have working using this:

 // Unlit alpha-blended shader.
 // - no lighting
 // - no lightmap support
 // - supports tint color
 
 Shader "Unlit/Transparent HUD" {
 
     Properties
     {
         _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
         _Color ("Main Color", Color) = (0.5,0.5,0.5,0.5)
     }
     
     SubShader
     {
         LOD 100
 
         Tags
         {
             "Queue" = "Transparent+99"
             "IgnoreProjector" = "True"
             "RenderType" = "Transparent"
         }
         
         Cull Off
         Lighting Off
         ZTest Always
         ZWrite Off
         Fog { Mode Off }
         Offset -1, -1
         Blend SrcAlpha OneMinusSrcAlpha
 
         Pass
         {
             CGPROGRAM
                 #pragma vertex vert
                 #pragma fragment frag
                 
                 #include "UnityCG.cginc"
     
                 struct appdata_t
                 {
                     float4 vertex : POSITION;
                     float2 texcoord : TEXCOORD0;
                     fixed4 color : COLOR;
                 };
     
                 struct v2f
                 {
                     float4 vertex : SV_POSITION;
                     half2 texcoord : TEXCOORD0;
                     fixed4 color : COLOR;
                 };
     
                 sampler2D _MainTex;
                 float4 _MainTex_ST;
                 fixed4 _Color;
                 
                 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;
                     return o;
                 }
                 
                 fixed4 frag (v2f i) : COLOR
                 {
                     fixed4 col = tex2D(_MainTex, i.texcoord) * i.color * _Color;
                     return col;
                 }
             ENDCG
         }
     }
     
     
 }
 

The problem I am running into is that this shader also ignores the UI > Mask component so if I have a list of buttons using this shader they will not be hidden when they are scrolled out of view. So my question is, can I edit this shader to obey the mask but continue to draw over everything else?

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Answer by Glurth · Nov 01, 2015 at 04:58 PM

I'm afraid I cannot address the UI Mask component you are talking about, as I have not used it. I achieved this effect using the "stencil" buffer in shaders. This method consists of TWO shaders, one is the "STENCIL HOLE", the other would be applied to your "TEXT" (though it does not HAVE to be text, of course). Only "text" that is covered with the "stencil hole" (or un-convered if your modify the code slightly), as far as the camera is concerned, will be drawn. Note: you may need to create new meshes with a renderer using the "Stencil Hole" Shader

Code for the "STENCIL HOLE" shader:

 Shader "Custom/StencilHole" { //also used for silhouetted objects
     Properties {
         
     }
     SubShader {
 
         // Write the value 1 to the stencil buffer
         Stencil
         {
             Ref 1
             Comp Always
             Pass Replace
         }
 
         Tags { "Queue" = "Geometry-1" }  // Write to the stencil buffer before drawing any geometry to the screen
         ColorMask 0 // Don't write to any colour channels
         ZWrite Off // Don't write to the Depth buffer
 
         Pass {}
     } 
     FallBack "Diffuse"
 }



Code for the "TEXT" shader:

 Shader "GUI/TextCullStencilOverlay" {
 
     Properties {
         _MainTex ("Font Texture", 2D) = "white" {}
         _Color ("Text Color", Color) = (1,1,1,1)
     }
  
     SubShader {
         // Only render pixels whose value in the stencil buffer equals 1.
         Stencil {
           Ref 1
           Comp Equal
         }
         Tags { "Queue"="Overlay+1" "IgnoreProjector"="True" "RenderType"="Transparent" }
         Lighting Off Cull back ZWrite Off Fog { Mode Off }
         Blend SrcAlpha OneMinusSrcAlpha
         Pass {
             Color [_Color]
             ColorMaterial AmbientAndDiffuse
             SetTexture [_MainTex] {
                 combine primary, texture * primary
             }
         }
     }
 }
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Answer by IsaacP · Aug 08, 2017 at 09:21 PM

The answer here might be of interest to you: http://answers.unity3d.com/questions/878667/world-space-canvas-on-top-of-everything.html

I'm not sure if it solves your masking problem though.

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Answer by mikesf · Aug 11, 2017 at 06:49 AM

You can control render order with renderqueue. You can make another UI button shader with: "Queue" = "Transparent+98" in your tags which will order it before your last UI.

See more: https://docs.unity3d.com/Manual/SL-SubShaderTags.html

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