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Stencil and mask shader not working when building on Windows Desktop.
Hi! Here is my problem.I'm using a stencil and a mask shader on two game objects.The object with the stencil,masks the object with the mask shader.They're working fine in the editor,but when i build the project for windows desktop,the object with the mask shader is invisible.Any ideas?Thanks!
I am using Unity v5.5.0x1
Windows 10 Professional 64-bit
Graphics Card: GeForce GTX 750 Ti
Here is the Stencil Shader:
Shader "Custom/Stencil"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData]_StencilMask2("Mask Layer", Int) = 1
[Enum(CompareFunction)] _StencilComp("Mask Mode", Int) = 6
_TexOpacity("Opacity", Range (0, 1)) = 0.5
[PerRendererData]_StencilID("Stencil ID", Int) = 1
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite On
Ztest Lequal
//Blend One OneMinusSrcAlpha
Blend SrcAlpha OneMinusSrcAlpha
Stencil
{
Ref [_StencilID]
//ReadMask [_StencilMask]
Comp [_StencilComp]
Pass Zero
}
Pass
{
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;
float _TexOpacity;
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;
fixed4 frag(v2f IN) : SV_Target
{
/*
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;*/
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
c.rgb *= c.a;
c.a = _TexOpacity;
return c;
}
ENDCG
}
}
}
Here is the Mask Shader:
Shader "Custom/Mask"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData]_StencilMask ("Mask Layer", Float) = 1
[PerRendererData]_MaskID("Mask ID", Int) = 1
}
SubShader
{
Tags
{
"Queue"="Transparent-1"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ColorMask 0
Ztest Always
ZWrite Off
Blend One OneMinusSrcAlpha
Stencil
{
Ref [_MaskID]
//WriteMask [_StencilMask]
Comp Always
Pass Replace
}
Pass
{
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;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
if (c.a < 0.1) discard;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
Thanks in advance.
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