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Question by TheSafestSafe · Feb 02, 2021 at 05:06 PM · 2d spritesmask2d platformer

Sprite Shape used as Sprite Mask

Hi, I am using sprite shapes to create platforms in my level and would like to use them as masks to show blood splatters on them from dead enemies.

The Sprite Mask component ask for a sprite to use as mask. Is there a way to plug in the sprite generated by the sprite shape in there?

To be clear I made this work previously on a tile based solution where each tile has a sprite mask component with same image plugged into the mask sprite:

alt text

I have now switched to sprite shape tech and would like to have the same effect but on sprite shapes. Thanks.

bloodsplatterworking.jpg (17.3 kB)
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Answer by GardenfiendGames · Feb 24, 2021 at 03:32 AM

I have basically the same question, and posted about it here: https://forum.unity.com/threads/2d-sprite-shape-is-out-of-preview-for-2019-3.818799/page-3#post-6869681

Hoping to get a response from Unity, but I did post a basic solution, which is to make a copy of the Sprite-Lit-Default shader and customizing it (and applying it to the material that the SpriteShape uses) by adding this stencil setting:

 Stencil {
          Ref 1
          Comp always
          Pass replace
 }
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avatar image kawaiianthony · Apr 07 at 01:53 PM 0
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Just for people who are lazy:

 // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 
 Shader "Sprites/Default2"
 {
     Properties
     {
         [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
         _Color ("Tint", Color) = (1,1,1,1)
         [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
     }
 
     
     
     SubShader
     {
         Tags
         { 
             "Queue"="Transparent" 
             "IgnoreProjector"="True" 
             "RenderType"="Transparent" 
             "PreviewType"="Plane"
             "CanUseSpriteAtlas"="True"
         }
         Stencil {
             Ref 1
             Comp always
             Pass replace
         }
         Cull Off
         Lighting Off
         ZWrite Off
         Blend One OneMinusSrcAlpha
 
         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;
                 float2 texcoord  : TEXCOORD0;
             };
             
             fixed4 _Color;
 
             v2f vert(appdata_t IN)
             {
                 v2f OUT;
                 OUT.vertex = UnityObjectToClipPos(IN.vertex);
                 OUT.texcoord = IN.texcoord;
                 OUT.color = IN.color * _Color;
                 #ifdef PIXELSNAP_ON
                     OUT.vertex = UnityPixelSnap (OUT.vertex);
                 #endif
 
                 return OUT;
             }
 
             sampler2D _MainTex;
             sampler2D _AlphaTex;
             float _AlphaSplitEnabled;
 
             fixed4 SampleSpriteTexture (float2 uv)
             {
                 fixed4 color = tex2D (_MainTex, uv);
 
                 #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
                     if (_AlphaSplitEnabled)
                     color.a = tex2D (_AlphaTex, uv).r;
                 #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
 
                 return color;
             }
 
             fixed4 frag(v2f IN) : SV_Target
             {
                 fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
                 c.rgb *= c.a;
                 return c;
             }
             ENDCG
         }
     }
 }


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Answer by samf1111 · Aug 28, 2021 at 09:24 PM

create a material using the sprites>mask shader, and make that material the fill material of your sprite shape renderer component.

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avatar image indie6 · May 01 at 03:09 PM 0
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this solution doesn't seem to be working. Any other step required for this?

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