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Question by Blakiemon · Nov 23, 2020 at 12:32 AM · shadernot workingoffsetstencil

How to add texture offset support to this shader

Hi, I am not any way experienced with shaders. I honestly want to avoid the coding part of shaders and only use shader graph, however this one special case cannot be done with shader graph. I've used this guide https://nielson.dev/2015/12/splatter-effects-in-unity-using-the-stencil-buffer in order to use Unity stencil with a 9 sliced sprite and I've gotten the effect that I want, except that I need to be able to scroll the texture being masked within it.

I know that there is something you need to add to the shader based on the results I've come up with from searching, however I am in no way experienced enough to know how to implement these. I tried implementing code from this answer https://answers.unity.com/questions/885316/texture-offset-not-working-because-of-shader.html and it allowed me to offset the texture but for some reason there was some weird alpha and color glitches with the way it worked which I also do not know how to fix.

Any help would be appreciated.

This is the exact shader I am using

 Shader "Stencil Mask/ToBeMasked"
 {
     Properties
     {
         [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
         _Color ("Tint", Color) = (1,1,1,1)
         [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
         _AlphaCutoff("Alpha Cutoff", Range(0.01, 1.0)) = 0.01
     }
 
     SubShader
     {
 
         Tags
         {
             "Queue"="Transparent"
             "IgnoreProjector"="True"
             "RenderType"="Transparent"
             "PreviewType"="Plane"
             "CanUseSpriteAtlas"="True"
         }
 
         Cull Off
         Lighting Off
         ZWrite Off
         Blend One OneMinusSrcAlpha
 
         Pass
         {
             Stencil
             {
                 Ref 5
                 Comp Always
                 Pass Replace
             }
       
         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;
             fixed _AlphaCutoff;
             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 (_AlphaSplitEnabled)
                     color.a = tex2D (_AlphaTex, uv).r;
 
                 return color;
             }
             float4 _MainTex_ST;
 
 
             fixed4 frag(v2f IN) : SV_Target
             {
                 fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
                 c.rgb *= c.a;
 
 
 
         // Discard pixels below cutoff so that stencil is only updated for visible pixels.
                 clip(c.a - _AlphaCutoff);
 
                 return c;
 
 
             }
 
 
 
         ENDCG
         }
     }
 }
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Answer by Blakiemon · Nov 28, 2020 at 04:19 AM

Hi, just in case anyone else who sees this and doesn't know anything about shaders has a similar problem, you can still mask sprites with Stencil that have a default material. (Even with Unity's 2D experimental lighting!) Just make sure to set the mask interaction mode to something other than none.

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