Shader "UI/ObjMask" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _ColorMask("Color Mask", Float) = 0 _StencilID("Stencil ID", Float) = 0 [HideInInspector]_Stencil("", Float) = 1 [HideInInspector]_StencilComp ("Stencil Comparison", Float) = 8 [HideInInspector]_StencilOp ("Stencil Operation", Float) = 0 [HideInInspector]_StencilWriteMask ("Stencil Write Mask", Float) = 255 [HideInInspector]_StencilReadMask ("Stencil Read Mask", Float) = 255 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } //UI Mask Stencil { Ref [_StencilID] Comp Always Pass Replace } Cull Off Lighting Off ZWrite Off ZTest[unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask[_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; v2f vert(appdata_t IN) { v2f OUT; OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; #ifdef UNITY_HALF_TEXEL_OFFSET OUT.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1,1) * OUT.vertex.w; #endif OUT.color = IN.color * _Color; return OUT; } sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif return color; } ENDCG } } }