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Question by DevSkeletal · Oct 14, 2015 at 05:06 PM · shaderparticlesparticle systemmaskingstencil

How to Stop Particle effects from overlapping via stenciling/shading

See pic related, Im basically trying to make my particles effects, in this case which are emited in a circle orevented from overallping, i thought this may be possible via shading/stenciling in which the partices have a material attached which makes them invisible if they come into contact with another material, currently i can do the opposite of this however the stencils i used to achieve this i dont currently understand, i have them linked bellow

the stencils work in the sense that both of them will make a sprite invisible in game, however if a sprite with Stencil 1 overlaps a sprite with Stencil 2, then the sprite with stencil 2 will appear visible while it is over it, what im trying to figure out is how i can make a stencil 3 which is visible but will turn invisible in the presence of stencil 1, hope that clears up what im trying to do

alt text

here are the stencil shaders

Shader "Custom/Stencil1" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} }

SubShader { Tags {"Queue"="Transparent+1" "IgnoreProjector"="True"} ZWrite Off AlphaTest Greater 0.5 ColorMask 0 ZTest Always

     Stencil {
                             Ref 1
                             Comp always
                             Pass replace
                     }
 
  
     Pass
     {
             CGPROGRAM
                     #pragma vertex vert
                     #pragma fragment frag
                  
                     #include "UnityCG.cginc"
 
                     struct appdata_t
                     {
                             float4 vertex : POSITION;
                             float2 texcoord : TEXCOORD0;
                     };
 
                     struct v2f
                     {
                             float4 vertex : SV_POSITION;
                             half2 texcoord : TEXCOORD0;
                     };
 
                     sampler2D _MainTex;
                     float4 _MainTex_ST;
                  
                     v2f vert (appdata_t v)
                     {
                             v2f o;
                             o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                             o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
                             return o;
                     }
                  
                     fixed4 frag (v2f i) : COLOR
                     {
                             fixed4 col = tex2D(_MainTex, i.texcoord);
                             //if(col.a<0.1)discard;
                             return col;
                     }
             ENDCG
     }

}

}

Shader "Custom/stencil2" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} }

SubShader { Tags {"Queue"="Transparent+2" "IgnoreProjector"="True" "RenderType"="Transparent"} ZWrite Off Blend SrcAlpha OneMinusSrcAlpha

     Stencil {
                             Ref 1
                             Comp Equal
                     }
  
     Pass
     {
             CGPROGRAM
                     #pragma vertex vert
                     #pragma fragment frag
                  
                     #include "UnityCG.cginc"
 
                     struct appdata_t
                     {
                             float4 vertex : POSITION;
                             float2 texcoord : TEXCOORD0;
                     };
 
                     struct v2f
                     {
                             float4 vertex : SV_POSITION;
                             half2 texcoord : TEXCOORD0;
                     };
 
                     sampler2D _MainTex;
                     float4 _MainTex_ST;
                  
                     v2f vert (appdata_t v)
                     {
                             v2f o;
                             o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                             o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
                             return o;
                     }
                  
                     fixed4 frag (v2f i) : COLOR
                     {
                             fixed4 col = tex2D(_MainTex, i.texcoord);
                             return col;
                     }
             ENDCG
     }

}

}

particles2355.png (59.6 kB)
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