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Question by DDewy · Feb 15, 2017 at 07:10 PM · shaderlightingrenderingstencil

No Lighting seen through Stencil Window

I have created a red dot sight using shaders with the Stencil Buffer. Anything seen through the buffer is setting its stencil buffer value to 1. I guess that the lighting in unity is calculated using the stencil buffer so I am interfering with that.

I am trying to create the effect of a red dot sight, so the dot is only viewable through the sight. Currently, with the sight, there is no lighting to be seen, so it is quite dark looking through the sight. I have tried changing some of the comparison values, but I think I must be missing something.

Is there any way I can keep the red dot effect, while also not interfering with the lighting when looking through the sight.

Shader code Attached to the sighted viewer: Shader "Custom/Stencil/Diffuse EqualOne" {

 Properties
 {
     _Color ("Main Color", Color) = (1,1,1,1)
     _MainTex ("Base (RGB)", 2D) = "white" {}
 }
 
 SubShader
 {
     Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
     LOD 200
 
     Stencil
     {
         Ref 2
         Comp equal
         Pass keep
     }
 
     CGPROGRAM
     #pragma surface surf Lambert
 
     sampler2D _MainTex;
     fixed4 _Color;
 
     struct Input
     {
         float2 uv_MainTex;
     };
 
     void surf (Input IN, inout SurfaceOutput o)
     {
         fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
         o.Albedo = c.rgb;
         o.Alpha = c.a;
     }
     
     ENDCG
 }
 
 Fallback "VertexLit"
 }
 

Shader Code attached to the Red Dot in the sight: Shader "Custom/Stencil/Mask OneZLess" { SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry-1" } ColorMask 0 ZWrite off

         Stencil
         {
             Ref 2
             Comp always
             Pass replace
         }
         
         Pass
         {
             Cull Back
             ZTest Less
         
             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(1,1,0,1);
             }
             
             ENDCG
         }
     } 
 }
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