普通的Shader-给ui写shader后mask失效解决

在properties里插入一段
_StencilComp(“Stencil Comparison”, Float) = 8
_Stencil(“Stencil ID”, Float) = 0
_StencilOp(“Stencil Operation”, Float) = 0
_StencilWriteMask(“Stencil Write Mask”, Float) = 255
_StencilReadMask(“Stencil Read Mask”, Float) = 255
_ColorMask(“Color Mask”, Float) = 15
在Shader里插入一段
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
ColorMask[_ColorMask]

即可

例子:

Shader "Hidden/Alpha"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}

			//加入下面一段
         _StencilComp("Stencil Comparison", Float) = 8
            _Stencil("Stencil ID", Float) = 0
            _StencilOp("Stencil Operation", Float) = 0
            _StencilWriteMask("Stencil Write Mask", Float) = 255
            _StencilReadMask("Stencil Read Mask", Float) = 255
            _ColorMask("Color Mask", Float) = 15
            //
    }
    SubShader
    {
        // No culling or depth
        Cull Off ZWrite Off ZTest Always
        Blend SrcAlpha OneMinusSrcAlpha

        Pass
        {
        	//加入下面一段
            Stencil
            {
                Ref[_Stencil]
                Comp[_StencilComp]
                Pass[_StencilOp]
                ReadMask[_StencilReadMask]
                WriteMask[_StencilWriteMask]
            }
            ColorMask[_ColorMask]
            //

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            sampler2D _MainTex;

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.uv);
                // just invert the colors
               // col.rgb = 1 - col.rgb;
                return fixed4(col.rgb,i.uv.y);
            }
            ENDCG
        }
    }
}

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