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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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