- Home /
Is it possible to have multiple stencil reference values in one shader?
I'm fairly new to Unity and C#, let alone tampering with shaders. At the moment I have the result I want, but I think it can be done more neatly/optimized.
I have multiple identical shaders with each its own stencil reference value. Is there a way to combine them, as in having multiple reference values in one shader or another way of optimizing my shaders?
I'm not experienced enough to create my own shader, so I just tried editing an existing shader (Sprite-Diffuse) and applied that to my sprites.
What I have are multiple layers of sprites (e.g. body, hair, clothing, etc) all forming one character. When the character collides with another sprite (e.g. blood), I want the second sprite to stick onto the character on the right layer and get cut off at the edges of the sprite.
I now have a mask shader with a reference value in the stencil buffer for each layer (body, hair, clothing) and use the same reference value in the shader of the other sprite
In the mask shader I have:
Stencil
{
Ref 1
Comp always
Pass replace
}
and in the void surf of that shader:
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
if (c.a<0.1) discard;
in the shader of the particles I have the same reference value in the stencil buffer, like this:
Stencil
{
Ref 1
Comp Equal
}
Now I have multiple shaders with each its own reference value in the stencil buffer, but with the rest of the script completely identical. All works great, but I don't like to have identical scripts working together. Is there a way to have multiple reference values in the stencil buffer? Or is there an other way I could optimize my script?
Thank you for reading
I'd really love to know the answer to this. If you figure it out on your own, please update here!
Your answer
Follow this Question
Related Questions
Deferred Light Rendering: Prevent additional lighting passes on pixels in overlapping point lights 0 Answers
Are shaders more efficient than manual pixel replacement? 0 Answers
My shader doesn't work if I use the same material for multiple objects with the same texture. 1 Answer